A system was a handful of ellipses floating in the dark. You could see that one orbit was bigger than another, but not how big, and not that a planet sat above or below the plane the others share. Adds the same plane-and-tether reading aid the outer scales got: a polar grid in the system's own reference plane, with a drop line from each body onto it. Ring radii snap to a 1-2-5 ladder rather than dividing the system evenly, because the point is to put a number on a distance — 5, 10, 15 AU can be read at a glance and 4.34, 8.68, 13.02 cannot. That holds across the four orders of magnitude real systems span: the solar system gets 5 AU rings, TRAPPIST-1 gets 0.01 AU ones. The outermost ring encloses the outermost orbit rather than falling just inside it. The rings are dashed. Solid ones would sit in the same plane as the orbit ellipses, which are themselves rings, and at a glance a reference circle and a circular orbit are the same picture. Dashes are cut by dropping whole segments rather than by a dashed material: the ring is already built from independent segment pairs, so a material's dash pattern would restart at every one. Drawing the grid exposed a framing bug it made unmissable. The camera settled along one fixed direction derived from the ecliptic, which is face-on only for the one system whose elements are ecliptic. Every exoplanet system — measured against the plane of the sky, perpendicular to the line of sight to its own host star — was being presented nearly edge-on, a smear of overlapping ellipses. The settle direction is now taken relative to whichever plane the system was measured in, so all of them read as discs. The solar system is unmoved, which a test pins. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01WaySiNst4HhDXBHnMy8p5G
star-map
An interactive 3D star map in the spirit of Star Citizen's in-game starmap, but populated with real astronomical data instead of fictional systems. Browse the solar neighbourhood, fly into a star's system to see its planets on their real orbits, and drill into a single body for the NASA figures behind it.
This repo also hosts a small Claude Code plugin marketplace — see Plugins below.
Running it
npm install
npm start # dev server on http://localhost:4200
npm run build # production bundle into dist/
Requires the Node version in package.json's Angular toolchain range (Node 22.22.3+ or 24.15+).
npm test # unit/component tests (Vitest, jsdom)
npm run e2e # end-to-end tests (Playwright + Chromium) — see e2e/README.md
npm run etl # refresh the astronomical datasets — see below
npm run etl:typecheck # type-check the ETL scripts (they build separately from the app)
npm run e2e:typecheck
What's in it
Galaxy view — every HYG-catalogue star within 50 parsecs as instanced camera-facing billboards, positioned from real RA/Dec/parallax, coloured by spectral index and sized by magnitude. A polar grid in the galactic plane runs under them with a drop line from each of the Sun's nearest neighbours, and names label the stars nearest whatever the camera is looking at. Behind them sits a backdrop of notable deep-sky objects and a Milky Way panorama.
Galactic view — keep pulling back and the neighbourhood becomes a point inside the Milky Way: the bar and bulge, five spiral arms, the disc and a thin halo, with the arms and the galactic centre named. It is the same parsec-scale space as the galaxy view, crossfaded by camera distance rather than switched, so the Sun stays where it really is — 8.18 kpc out, on the Orion Spur, between the Sagittarius and Perseus arms. See "On the Galaxy model" below for what in it is measured and what is not.
System view — selecting a star flies the camera continuously into its system rather than cutting to a new scene. The Sun gets the real solar-system bodies from JPL Horizons; other stars get their confirmed exoplanets. Orbits are drawn as ellipses and bodies are propagated along them by a Kepler solver against the current epoch. Under them, a dashed grid marks out round distances in AU — 5 AU rings for the solar system, 0.01 AU rings for TRAPPIST-1 — with a drop line from each body, so eccentricity and inclination read against a circular reference instead of having to be inferred from a shape in space.
Body detail — a dedicated close-up scene and info panel for one planet, moon or exoplanet, with real photography where NASA/ESA/USGS imagery exists.
Search — name search across stars, solar-system bodies and exoplanets, navigating to the same place an in-scene click would.
Architecture notes
- Rendering runs on Three.js
WebGPURenderer, which falls back to a WebGL2 backend automatically. The render loop runs outside Angular's change detection. - Stars are billboards, not points. The WebGPU backend caps point primitives at a single
pixel, so a points cloud renders every star as an identical dot regardless of magnitude. The
star field is instanced quads on a
SpriteNodeMaterialinstead, which behaves the same on both backends. Their size is angular rather than world-space — real stars are unresolvable point sources, so apparent size should follow brightness, not distance. - One reference frame, from three sources. HYG gives star positions in equatorial J2000. JPL Horizons reports orbital elements against the ecliptic, tilted 23.4° away. The Exoplanet Archive measures inclination from the plane of the sky — perpendicular to our line of sight to each host star, which is why transiting planets cluster at 90°. Each set of elements is rotated from its own reference plane into the scene's equatorial frame, so a direction means the same thing everywhere. Systems are still presented face-on — by placing the camera relative to whichever plane that system's elements were measured in, rather than by rotating the world into a convenient pose. That plane is per-system, not global: one fixed viewing direction is face-on for the solar system and edge-on for an exoplanet system whose host star lies elsewhere on the sky. It is also the plane the system's reference grid lies in.
- Two coordinate scales. The galaxy view works in parsecs and the system view in AU — about eight orders of magnitude apart, which wrecks float precision if rendered in one unit space. The camera rig recentres the active star to the origin ("floating origin") and swaps the unit scale and near/far planes at the transition point.
- The galactic scale is not a third space. It is the same parsec space as the galaxy view, four orders of magnitude further out, so no swap is needed — the Milky Way model and the catalogued star field crossfade against camera distance and the depth range scales with it. One fixed near/far pair cannot serve both ends: flying into a star needs a near plane a hundredth of a parsec out, and holding the Galaxy needs a far plane a hundred thousand parsecs out, and a projection spanning both has no precision left to separate one arm from the next.
- No backend. Every dataset is baked at build time into
src/assets/data/and served as a static asset. Nothing queries an astronomy API at runtime.
On the Galaxy model
Every other dataset here is measured. The Galaxy is the exception, and not for want of trying: we sit inside its disc, and dust blocks the view across it, so no catalogue holds the positions of its stars. Every rendering of the Milky Way seen face-on — including NASA's — is a model.
What is measured is the skeleton, and that is what shared/astro/galaxy.ts contains: the
directions of the galactic centre and the north galactic pole, which fix the disc's 63° tilt
against the celestial equator; the 8.18 kpc from the Sun to the centre, from the orbit of the
star S2 around Sgr A*; and a reference radius, azimuth and pitch angle per spiral arm,
approximating the maser-parallax fits. The Sun's placement on the Orion Spur and the arms either
side of it follow from those numbers rather than being posed by hand.
The particles scattered around that skeleton are illustrative — a seeded, reproducible cloud, not observations. The galactic view says so on screen, and the model fades out entirely before the camera reaches the catalogued 50 pc the real stars occupy.
Data pipeline
npm run etl runs tools/etl/build.ts, which fetches each source, writes the static assets,
then validates the combined output. Raw responses are cached under tools/etl/.cache/, so
re-runs are cheap and offline-friendly; set ETL_FORCE_REFRESH=1 to bypass the cache.
| Script | Source | Output |
|---|---|---|
fetchStars.ts |
HYG database (Hipparcos/Yale/Gliese) | stars.bin, stars-index.json |
fetchSolarSystem.ts |
JPL Horizons / SSD | bodies.json |
fetchExoplanets.ts |
NASA Exoplanet Archive (TAP) | exoplanets.json |
fetchDeepSky.ts |
OpenNGC | deepsky.json |
Star positions ship as a packed Float32Array (stars.bin) rather than JSON to keep the
initial payload and parse cost down; stars-index.json carries everything else in the same
order.
ETL_STAR_DISTANCE_PC (default 50) sets the star-field distance cutoff.
On deep-sky distances
OpenNGC publishes no distance column, so distance has to be inferred — and the inference fails for precisely the best-known objects. M31, M33 and M42 are Local Group members whose redshift is negative or absent, and the catalogue's parallax for a galaxy comes from a cross-matched foreground star (it lists 6 mas for M31, implying 167 pc for something 780,000 pc away).
So deep-sky 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 as a fixed-radius
backdrop shell where true distance would be unusable anyway. distancePc is optional metadata,
derived from parallax for galactic objects or the Hubble law for genuinely distant galaxies,
and left null — with its distanceMethod — whenever neither is trustworthy. Roughly 330 of
the 463 cataloged objects get a distance; the rest honestly report none.
Layout
src/app/
core/engine/ Three.js renderer, render loop, resize
core/data/ static-asset loading and caching
features/galaxy-system/ shared galactic+galaxy+system scene, camera rig, star field,
Milky Way model, grid planes, deep-sky backdrop, orbits,
labels, HUD
features/body-detail/ close-up scene and info panel
features/search/ name search across every dataset
shared/astro/ coordinates, Kepler propagator, deep-sky classification,
Milky Way structure
shared/models/ record contracts shared by the app and the ETL
shared/rendering/ skybox, glow sprites, texture catalog
shared/state/ navigation store (Angular signals)
tools/etl/ build-time data pipeline
e2e/ Playwright end-to-end tests
The design document behind all of this is .junie/plans/nasa-star-map.md.
Plugins
This repo doubles as a Claude Code plugin marketplace. Adding it and installing a plugin defaults to user scope, meaning the plugin becomes available in every project on your machine, not just the one you happen to be in:
/plugin marketplace add avalon-vanguard/star-map
/plugin install caveman@star-map
Scope can be overridden at install time if you want it tied to a single repo instead:
# Shared with collaborators via that repo's .claude/settings.json
/plugin install caveman@star-map --scope project
# Just for you, in that one repo only (gitignored)
/plugin install caveman@star-map --scope local
See Claude Code plugin installation scopes
for details on user / project / local scope.
- caveman —
/cs:cavemanultra-compressed communication mode.- Command:
commands/cs/caveman.md - Agent:
agents/cs-caveman-mode.md - Skill:
skills/caveman/SKILL.md
- Command:
Data credits
Star catalogue: HYG database (Hipparcos, Yale
Bright Star, Gliese). Solar-system ephemerides: NASA/JPL Horizons. Exoplanets: NASA Exoplanet
Archive. Deep-sky objects: OpenNGC. Body and skybox
imagery: NASA/JPL/USGS public domain and Solar System Scope (CC BY 4.0) — per-file provenance
is recorded in src/app/shared/rendering/texture-catalog.ts.