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Options saved in this browser · any change → Custom
Rendering
Texture resolutionregenerates
Geometry detail
Pixel ratio
MSAA · rebuilds renderer
Seeded per world, drawn once into a sky texture (cheap per frame).
Star mix
Features
Post effects
threshold
radius
exposure
glow size
flare size
extra flares
extra flare size
flare style
Glow, spikes and flare (halo rings, 16 ghosts, and one of three styles: C subtle halo + ghosts, A anamorphic streak, B soft starburst, all scaled to the star's disc and dimmed for faint stars; "extra flares" sets how strong the extended stack is) are one full-screen pass driven by the star's screen position and blocked by whatever covers it. Bloom / tone map / vignette / grain / CA run through an effect composer; with all five off it is bypassed (no cost).
GPU texture generation
Generation path
Detail LOD
regenerates this seed on both paths
Saved settings
Effects
Diagnostics
Texture resolution, sunspots, craters and (for asteroids/comets) geometry detail regenerate the current world with the same seed. Antialiasing rebuilds the WebGL renderer in place.
Generating…
Audio Web Audio, generative
Celestial ambience: NASA / Chandra sonifications (StarCode set), played through the Ambient bus.
Starts after your first click/key (browser autoplay policy). Settings are remembered.
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