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Commits
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29fd92d118 |
Widen the star catalogue, and separate what is drawn from what is known
The map held 8750 stars within 50 pc and rendered 371 systems. Both were lower than they needed to be, for different reasons. The star catalogue was capped by its own encoding as much as by the cutoff: one JSON object per star, eight key names repeated each time, 157 bytes a star. At the range HYG actually reaches that is 17 MB to download and parse before the first frame. So the numbers move into two binary column stores — positions in stars.bin, which the GPU is handed verbatim, and id/magnitude/colour/spectral index in stars-meta.bin — and the JSON keeps only the strings, with 2600 distinct spectral classifications collapsed to a dictionary. The layout is defined once, in star-catalog.ts, and the ETL and the app both use it, so the writer and the reader cannot drift. The cutoff then goes to 250 pc: 68388 stars, 7.8x as many for 1.7x the bytes. That is where HYG's measurements stop rather than a round number — 98.6% of its rows are Hipparcos, whose parallaxes are good to about a milliarcsecond, so beyond 250 pc it would be plotting noise. Drawing all of them is a separate question from knowing them, and it is answered separately. The field draws a budget: every star inside 25 pc, because the nearest are faint red dwarfs and Proxima Centauri is magnitude 11, then the brightest of everything beyond. Search, navigation and the planet cross-reference still see the whole catalogue. A real GPU would draw all 68388 without noticing; the budget is for the machines that would not, and it is one constant. Systems were limited by something else entirely. The archive data already shipped named 4735 host stars and only 388 resolved, because the rest lay outside a 50 pc catalogue — and the cross-reference kept only its own result, so redoing it meant re-downloading an archive that is not reachable from here. Host coordinates are now stored with each planet, and the match is re-resolved at build time against whatever catalogue the run produced. Even name matching alone, which needs no coordinates and so works on the records already shipped, rescues 335 planets across 238 systems: 371 renderable systems become 609. Two selection rules were tuned for a 50 pc bubble and no longer fit. Tethers followed the Sun's nearest neighbours, which are a speck at this range, and now follow the brightest; labels were ranked by proximity, which named whatever sat nearest the middle of the screen, and are now ranked by brightness — so the view names Canopus, Achernar and Spica rather than a clump of catalogue designations. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01WaySiNst4HhDXBHnMy8p5G |
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2e525fb5c3 |
Open the map out to the whole Milky Way
The map stopped at the catalogued 50 pc around the Sun — 0.33% of the Galaxy's width — and looked like a point cloud with a search box. Adds the galactic scale above it and the heads-up display the reference map is built from. The Galaxy is not a third coordinate space. It is the same parsec space four orders of magnitude further out, so the model and the star field crossfade against camera distance instead of switching, and the Sun stays where it really is: 8.18 kpc out, on the Orion Spur, between the Sagittarius and Perseus arms. The depth range scales with that distance — one fixed near/far pair cannot both fly into a star and hold the Galaxy. The structure in shared/astro/galaxy.ts is measured: the directions of the centre and the north galactic pole, which fix the disc's 63 degree tilt against the celestial equator; the Sun's galactocentric distance; and a radius, azimuth and pitch angle per arm. The particles scattered around it are not, and cannot be — dust hides the disc, so no catalogue holds the Galaxy's stars. The view says so, and the model fades out before the camera reaches the 50 pc where the real stars are. The rest is the look: polar grids lying in the galactic plane with drop lines from the Sun's neighbours, a scale ladder, a readout panel, range, reticle and frame brackets. Two things had to give way for it. The deep-sky shell is the sky as seen from here, so it dissolves rather than letting the camera fly through a wall of nebulae, and so does the skybox, which is a photograph taken from inside the thing now being viewed from outside. Labels are picked by screen separation rather than distance alone: the Sun's fifteen nearest neighbours are all inside four parsecs and printed as one unreadable clump. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01WaySiNst4HhDXBHnMy8p5G |
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3a859360ba |
Add the deep-sky backdrop, the last unbuilt piece of the plan
The design doc scopes deep-sky objects as a galaxy-view backdrop and lists fetchDeepSky.ts, deepsky.json and deepsky.model.ts, but none of it existed — it was the only part of the plan with no implementation behind it. ETL: fetchDeepSky.ts pulls the OpenNGC catalog, classifies each object as a galaxy/nebula/cluster, and keeps the ~460 worth drawing (everything Messier, everything with a common name, and anything brighter than magnitude 9) out of ~12,000 mostly-anonymous rows. build.ts runs it and validates the output. Distances are the hard part: OpenNGC has no distance column, and both fallbacks fail for the best-known objects. M31, M33 and M42 are Local Group members whose redshift is negative or absent, and a galaxy's catalog parallax comes from a cross-matched foreground star — 6 mas for M31 would put a 780 kpc galaxy at 167 pc. So records store a unit direction on the celestial sphere rather than a position (the line of sight is always known precisely, and the objects are drawn on a fixed backdrop shell where true distance is unusable anyway), and distance is optional metadata carrying its own provenance. Parallax is trusted only for galactic objects, redshift only above z=0.003 where expansion outweighs peculiar velocity. 330 of 463 get a distance; the rest honestly report none. Rendering: DeepSkyRenderer paints the objects as soft additive billboards on a 2500 pc shell — clear of the 50 pc star field, beyond the camera's 2000 pc orbit limit, and inside its 5000 pc far plane. Size comes from real angular extent, so Andromeda is six times wider than the full Moon, clamped at both ends. Sprites rather than points because the WebGPU backend caps point primitives at one pixel; materials are shared per kind and brightness band, so 460 objects cost nine of them. The brightest dozen get permanent labels, which needed the label overlay to accept string ids alongside numeric star ids. The backdrop is decorative, so a failure to load its dataset is logged and the star field comes up regardless. Also documents the app in the README, which until now covered only the plugin marketplace. Tests: 112 passing, up from 54. Build, both typechecks and the Playwright suite are green. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01WaySiNst4HhDXBHnMy8p5G |
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d7e8ea1d4d |
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Add star-map Angular app, ETL pipeline, and caveman plugin Angular 3D star map (galaxy/system/body views, Three.js rendering, navigation store) plus the NASA ETL tooling that builds the star, exoplanet and solar-system datasets, Playwright e2e suite, and the cs:caveman Claude Code plugin (command, agent, skill). Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> @ |