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A GPU-accelerated procedural skybox engine for low-earth orbit simulation. Generate photorealistic space backgrounds and export as cubemap PNGs or HDR for Unity and other game engines.

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Geocore Stellar Engine

A GPU-accelerated procedural skybox engine for low-earth orbit simulation. Generate photorealistic space backgrounds — complete with the Milky Way, 100K+ catalog stars, 88 IAU constellations, volumetric nebulae, sun with god rays and lens flare — then export as cubemap PNGs or HDR for Unity and other game engines.

Built for Geocore — a 3D modern educational geography game, using a camera perspective from low-earth orbit.

Deployed App

License TypeScript React WebGL2

Links

Website GitHub Geocore Geocore Technologies Project Page

Use it as a Geocore skybox

Pro players on Geocore for Windows can import their own sky from a cross-layout PNG.

  1. Open skybox.geocore.fun and design your sky. The Orbit presets (Orbit Clean, Quiet Orbit, Galactic Core, Orbital Sunrise and the rest from preset 7 on) are tuned as backdrops for the globe.
  2. Press Export for Geocore in the Export panel. It sets Format to Cross Layout PNG and Resolution to 1024 × 1024 and exports skybox_cross_1024.png, a 4096 × 3072 image, then tells you the file size. (Doing it by hand works the same: those two settings, then Export Skybox.) The resolution is per face, and the game accepts square power-of-two faces of 1024 px or less, so 2048 and up are refused.
  3. In Geocore for Windows (signed in, Geocore Pro), open Settings, find Custom skybox, paste the full path to the PNG (Shift+right-click ▸ Copy as path works), and press Import skybox. Reset skybox restores the default sky.

The game also limits the file to 16 MiB. A busy sky with nebulae and many stars compresses poorly, so if 1024 is refused as too large, export at 512 instead (the engine warns you when an export is over the limit). Every built-in preset comes in well under it at 1024. The import lasts until Geocore closes and is not saved. The full steps and refusal messages are in the Geocore FAQ; the same steps are in the app under Use in Geocore in the toolbar.

Screenshots

Screenshot 1 Screenshot 2 Screenshot 3

Features

Render Layers (10 layers)

Feature Description
Milky Way Physically-based galactic plane with customizable tilt, core brightness, and arm structure
Catalog Stars 119,614 real stars from the HYG v4.2 database with accurate B-V color mapping and magnitude-based sizing
Procedural Stars 100K+ seeded point sprites with adjustable count, brightness, size, and color variation
Nebula Volumetric 4D simplex noise FBM with 3-color gradient, tunable density, falloff, and octaves
Sun Directional light with disk, corona, limb darkening, and atmospheric glow
Constellations All 88 IAU constellation lines, labels, and boundary polygons
Named Star Labels Labels for prominent named stars (Sirius, Betelgeuse, Polaris, etc.)
Background Solid color fill layer

Post-Processing Pipeline

Feature Description
God Rays Volumetric light scattering with radial blur + cross-face analytical glow
Bloom Multi-pass Gaussian bloom with configurable threshold, soft knee, and iterations
Lens Flare Analytical ghost elements, halo ring, anamorphic streaks, and chromatic aberration

Export Formats

Feature Description
Individual Face PNGs (ZIP) 6 cubemap faces at up to 8K resolution
Cross Layout PNG Single 4:3 composite image
HDR (Radiance RGBE) High dynamic range cubemap export
Tiled Rendering GPU-friendly tile-based rendering for 8K/16K+ exports without VRAM limits
Batch Export Export all presets in one operation

Editing & Workflow

Feature Description
Preset System 16 built-in presets (10 tuned as Geocore orbit backdrops) + save/load/import/export custom presets (JSON)
Undo/Redo Full parameter history with keyboard shortcuts (Ctrl+Z / Ctrl+Shift+Z)
A/B Comparison Side-by-side before/after comparison with split slider
Session Persistence Auto-saves all parameters to localStorage; restores on reload
Real-time Histogram Live RGB histogram with async GPU readback (no stalls)
Performance Monitor FPS/frame time/render time overlay

Graphics Engine

Feature Description
WebGL2 + GLSL 300 es Hardware-accelerated rendering pipeline
10-layer compositing Sorted render layers with per-layer enable/disable
Cubemap FBO Renders all 6 faces with shared framebuffer
Async Readback PBO-based pixel readback with fence sync for stall-free histogram

Author

Anahat Mudgal · GitHub · Geocore Technologies

About

A GPU-accelerated procedural skybox engine for low-earth orbit simulation. Generate photorealistic space backgrounds and export as cubemap PNGs or HDR for Unity and other game engines.

Resources

Stars

2 stars

Watchers

0 watching

Forks

Contributors

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