Interstellar
3D interactive space simulation
I built Interstellar because space distances never feel real in normal articles or diagrams. Everything is compressed until Earth, Mars, and the Sun feel like nearby dots. So I made a browser-based solar system where scale actually matters. You can fly a ship, simulate trips, enable light speed, and still wait 8 minutes to reach Earth from the Sun because that is what the distance means.
Problem
Most space visualizations are beautiful but dishonest about scale. They show planets close together so the layout fits on screen, but that removes the main thing that makes space interesting: the emptiness. I wanted to feel the distances instead of just reading numbers.
Solution
Built a Three.js simulation with GPU-rendered planets, spaceship controls, speed modes, and trip-time simulations. The challenge was balancing real physics with something usable in a browser, so I kept the experience interactive while still making distance and travel time the core mechanic.
Outcome
It turned an abstract topic into something physical. The project taught me more about Three.js, camera controls, browser performance, and how hard it is to represent real-world scale without making the interface unusable.
Features
- 3D Simulation
- Physics
- Space
Stack
- Frontend: React, TypeScript, Three.js