Drag horizontally, use the mouse wheel while the scene has focus, or press left and right arrow keys to move through cosmic scale. Press Space to play or pause the guided ascent. Press Home or End to jump to the first or final landmark.

Living Universe Engine · WebGL2

Fly through the
architecture of scale.

Not a video and not a stack of static cards. Every world, star, horizon, nebula and galaxy is placed on a continuous logarithmic journey driven by the same physical measurements as the atlas.

Drag · wheel · arrow keys · space to play
Render

Share the scale

Send this exact cosmic position.

The link preserves the current landmark. The image captures the live instrument and its scale context.

What the instrument is doing

A cinematic view
without pretending scale is simple.

The theatre uses logarithmic compression for continuity. “Local linear scale” restores linear size relationships among nearby landmarks, while the scientific entries retain each measurement definition and uncertainty class.

01

Scale-first ordering

Black-hole horizons can appear between moons and planets because the sequence follows measured extent, not familiar taxonomy.

02

Representation changes

Worlds use illuminated evidence textures, stars use turbulent procedural light, black holes use lensing-inspired shaders, and the cosmic web becomes a field rather than another sphere.

03

One portable shader language

The renderer uses GLSL ES 3.00 with small, explicit programs that map directly to desktop OpenGL shaders without an external engine.

Server-rendered cosmic index

Every landmark remains
readable without WebGL.

The visual flight is progressive enhancement. The permanent object pages, measurements, sources and links below remain crawlable and accessible when graphics or JavaScript are unavailable.