/galaxy-space-flight
Open Player
prompt.txt
01Make a three.js game/app that generates a fully 3D, procedurally generated SOLAR SYSTEM you can explore end-to-end: fly a spaceship through space, land on different planets, exit the ship and walk around in first-person, re-enter the ship, take off, and travel to other planets. 02 03Solar system: 04- Procedurally generate a star at the center and multiple planets (e.g., 5–10), each with: 05 - Unique size and look 06 - Different terrain style parameters (roughness, mountain frequency, ocean level, temperature/moisture profiles) 07 - Optional moons for some planets (procedurally generated as well) 08- Planets should orbit the star smoothly. 09- Space should feel large: planets are separated by big distances, but navigation should remain playable. 10 11Spaceship gameplay (space flight): 12- You control a spaceship in 3D space: 13 - Mouse-look to aim/turn + WASD thrust/strafe (or similar) 14- Show a minimal HUD: speed, altitude above nearest body, and current target planet name/distance. 15- The ship must not be able to clip into planets. 16 17Hyperdrive: 18- Holding Shift while in SPACE (not in atmosphere) charges a hyperdrive. 19- After holding Shift for a few seconds continuously, the ship enters hyperdrive: 20 - Greatly increases travel speed toward the current travel direction (or selected target planet) 21 - Add a simple visual cue (star streaks, subtle warp effect, etc.) 22- Hyperdrive restrictions: 23 - Cannot be activated when inside a planet’s atmosphere (define atmosphere as below a set altitude threshold). 24 - If the ship enters atmosphere, hyperdrive immediately disengages. 25 26Atmosphere / re-entry / landing: 27- Each planet has an atmosphere threshold altitude. 28- Landing: 29 - Allow landing anywhere reasonably flat (or use a simple landing assist). 30 - Detect ground contact and switch ship state to “landed”. 31 32On-foot gameplay (first person): 33- When the ship is landed, you can exit the ship and switch to a first-person character controller: 34 - WASD + mouse-look, jump, gravity, ground collision 35- The character must not be able to clip through terrain and should walk naturally on a spherical planet. 36- Allow returning to the ship when close to it (press E / interact) to re-enter and switch back to ship controls. 37- Taking off: 38 - From “landed”, a takeoff control lifts the ship upward, then transitions back to atmosphere flight. 39 40Procedural planets (terrain + LOD): 41- Every planet uses procedural spherical terrain: 42 - Height variation (mountains/hills/plains), plus an ocean level with visible water 43 - Biomes based on latitude, altitude, and moisture (desert/grassland/forest/tundra/snow etc.) 44 - Shorelines/beaches where land meets ocean 45 - Optional vegetation (trees) in biome-appropriate regions with natural density variation 46- Use a level-of-detail system per planet so it stays performant: 47 - From far away: low-detail sphere 48 - As you approach: higher-detail patches/tiles only around the camera/player 49 - Must be seamless, with no obvious popping or cracks 50 - Terrain detail increases smoothly down to ground-level exploration 51- Vegetation and small details should fade out with distance/LOD. 52 53Atmosphere & clouds: 54- Add an atmosphere effect around each planet (thin scattering-style rim is fine). 55- Add a cloud layer for planets that have clouds: 56 - Wraps the planet and is animated (slowly moving/rotating) 57 - Visible both from space and near the surface 58 59Everything should be procedurally generated (no external assets required). 60Keep visuals simple but coherent and stable across space flight, landing, and on-foot exploration.