physical lighting, volumetric clouds, terrain shadows, pixel-art render scale
- atmosphere: physical terrain lighting (air mass, Rayleigh beam colour, skylight, moon, starlight floor), aerial perspective for terrain and cloud deck, configurable haze/albedo/ambient gains - clouds: march the deck in height instead of ray distance, IGN dither (no per-frame flicker), per-step height jitter, 4-octave fbm renormalised, softer density threshold, distance softening as a procedural mip, grazing path clamp, cloud shadows on the ground (cloudShadowDensity/ Floor/Ambient) and cloud haze factor - terrain: self-shadows from the elevation field (penumbra + shadow floor), soft mosaic rim (edgeFadeTiles), east/west axis corrected (+X = west) - lights: per-object twilight switching for cars, city dots and ground blocks - flights: contrail width 620 m, fade to zero by contrailFadeKm, aircraft size decoupled from trail width, count halved - render: CONFIG.renderScale with integer upscale + image-rendering: pixelated - data: nginx overpass proxy + cache, per-mirror cooldown ladder, ring-based cell ordering (disc fills evenly), settlements fetched before roads, interim chain persistence, two worker lanes (car/city) with progress logs - removed: NASA VIIRS night-lights layer (fetch, canvas, texture, uniforms)
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@@ -86,7 +86,9 @@ window.CONFIG = {
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// Internal 3D resolution scale (0.3..1, default 1). Lower values
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// render the clouds/map shader at reduced resolution and upscale
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// via CSS - use it if fps is low (GPU-bound) despite a quiet CPU.
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renderScale: 1,
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// 1 = native. 0.5 = a quarter of the pixels (half width, half height),
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// upscaled 2x as hard blocks; the DOM UI on top stays crisp.
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renderScale: 0.5,
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// WebGL scene frame cap (default 30; 0 = free-running/vsync). All
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// scene motion is time-based, so the cap only changes smoothness.
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maxFps: 30,
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@@ -95,7 +97,10 @@ window.CONFIG = {
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lat: 48.5667,
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lon: 13.4319
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},
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weatherSim: true,
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// weatherSim: true = Szenario-Wetter statt Open-Meteo (A/B-Durchlauf
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// aller Wetterstufen alle weatherSimInterval ms). false = echtes
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// Wetter von Open-Meteo.
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weatherSim: false,
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weatherSimInterval: 30000,
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// All downloads (basemap tiles, elevation grid, weather JSON, geo
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// label) stay in IndexedDB permanently and are never re-fetched once
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@@ -104,13 +109,13 @@ window.CONFIG = {
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expireDays: null,
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// true = draw tile borders + N/S + x/y coords into the ground
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// texture (debug orientation). Off = clean map.
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debug: false
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debug: true
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},
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// Ground imagery: 'satellite' = ESRI World_Imagery (aerial, no
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// labels), 'streets' = ESRI World_Street_Map (with place names).
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// Both cached permanently (separate cache prefix per style).
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ground: {
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style: 'satellite'
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style: 'streets'
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},
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// Figure-eight course around location (lat/lon); the crossing point
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// sits exactly on the coordinate. null/removed = straight flight.
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@@ -145,7 +150,7 @@ window.CONFIG = {
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enabled: true,
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altitudeKm: 14, // cruise altitude
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climbKm: 100, // climb/descent run to/from cruise altitude
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count: 84, // max simultaneous aircraft
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count: 21, // max simultaneous aircraft
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speedKmh: 850, // mean ground speed
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speedVar: 0.18, // +/- deviation (0..0.5)
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minLegKm: 60, // shortest leg (no taxi hops)
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@@ -154,20 +159,28 @@ window.CONFIG = {
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wHub: 4, // destination weights: hub / airfield / strip
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wField: 2,
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wStrip: 1,
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contrailChance: 0.6, // share of aircraft with a persistent trail
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contrailChance: 0.85, // share of aircraft with a persistent trail
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contrailStartKm: 6, // trail formation altitude
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contrailLifeS: 300, // trail visibility duration
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contrailWidthM: 310 // full trail width
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contrailWidthM: 620, // full trail width
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// trails fade out completely by this distance (start is 35% of it)
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contrailFadeKm: 100,
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// Night strobes. Size shrinks with distance but never below
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// lightPx, and never grows past lightMaxPx for a jet right above.
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// The white strobe is a double flash: two equal flashes
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// blinkGapS apart, then blinkPeriodS - blinkGapS - blinkFlashS
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// of darkness (1.4 - 0.16 - 0.08 = 1.16 s pause).
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lightPx: 7,
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lightMaxPx: 16,
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lightBoost: 9,
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blinkPeriodS: 1.4,
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blinkGapS: 0.16,
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blinkFlashS: 0.08
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},
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// 3D ground from real elevation data (Copernicus DEM, terrarium
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// tiles). enabled: false = flat plane. exaggeration: vertical
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// elevation scale (1 = real, nearly invisible; default 8).
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// wireframe: true = overlay mesh edges as orange lines (debug).
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// nightLights: NASA VIIRS city-lights layer, cross-faded into the
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// day map over ~1 h after sunset (dark ground, glowing cities).
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// One-time fetch (~49 tiles), cached permanently. false = no light
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// overlay; at night the normal texture stays much brighter (only
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// gently dimmed).
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// carLights: moving lights on the real road network (OSM/Overpass
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// curves, additive over the terrain at night). JSON once, cached.
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// cityLights: settlement lights - OSM place nodes (city/town/
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@@ -176,13 +189,127 @@ window.CONFIG = {
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// brighter dots. One Overpass query, cached permanently.
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// Data (c) OpenStreetMap contributors, ODbL.
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terrain: {
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// soft rim at the mosaic border, in tiles (1 tile ~ 13 km)
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edgeFadeTiles: 4,
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enabled: true,
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exaggeration: 8,
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wireframe: false,
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nightLights: false,
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// How far the day map is dimmed at full night: 0 = pitch black,
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// 1 = unchanged. Only affects night; the day map is untouched.
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// (The NASA VIIRS city-lights layer was removed; city lights come
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// from OSM place nodes via cityLights.)
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nightDim: 0.22,
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carLights: true,
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cityLights: true
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},
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// Car lights on the real road network (on/off stays in terrain.carLights).
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// Two layers now: a thin road line (bandPx / bandBrightness) and one
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// round point sprite per vehicle (minPx..maxPx), same idea as the city
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// dots' gl_PointSize floor. laneM is the real distance between the two
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// traffic directions, so they split close to the camera and merge into
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// one line far away instead of drifting apart with the camera distance.
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// dashM: mean vehicle spacing (secondary roads use dashM * 2.8).
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// speed: multiplier on the real driving speed (motorway ~120 km/h,
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// secondary ~70 km/h at dashM spacing).
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carLights: {
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roadWidthM: 24, // real carriageway width of the road line
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bandPx: 1.2, // pixel floor for the road line
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bandBrightness: 0.10, // road line glow (points are the main layer)
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minPx: 3.6, // guaranteed vehicle light diameter
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maxPx: 10, // ceiling for a light right above the camera
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boost: 5, // extra light size close to the camera
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laneM: 8, // real distance between the two directions
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lanePx: 2.6, // screen floor for that distance, so the two
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// directions never collapse into one stream
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// Traffic lives on a disc around the configured location: roads
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// outside rangeKm carry no vehicles. fadeKm / fadeSpanKm are the
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// distance fade belonging to that disc (start, and how far past it
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// until nothing is left) - keep them at or beyond rangeKm so the
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// region never ends in a hard cut.
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rangeKm: 200,
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fadeKm: 150,
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fadeSpanKm: 60,
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// 'auto' = side of the road taken from location (lat/lon): left in
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// the UK, Japan, Australia, India, Southern Africa, ... and right
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// everywhere else. Set 'left' or 'right' to force it.
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trafficSide: 'auto',
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dashM: 620, // mean vehicle spacing on motorways
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// Traffic spread around the motorway network (gaussian): peak on the
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// motorway itself, thinning with distance to the nearest one.
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// spreadKm = sigma, spreadFloor = share that far side roads keep.
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spreadKm: 45,
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spreadFloor: 0.30,
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speed: 1.0, // flow speed multiplier
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density: 1.0, // vehicle density multiplier
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brightness: 1.3 // vehicle light intensity
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},
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// Headlights and house lights do not ignite at once: every single
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// light gets its own sun-altitude threshold between offDeg (nothing
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// lit) and onDeg (everything lit), drawn per vehicle / per city block.
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// offDeg +5 deg is roughly 30 min before sunset here, onDeg -6 deg is
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// civil twilight. In the morning the same thresholds switch the lights
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// off again as the sun climbs.
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lights: {
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offDeg: 5,
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onDeg: -6,
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softDeg: 1.2
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},
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// Physical lighting: direct beam from a Kasten-Young air mass with
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// Rayleigh + ozone + aerosol extinction, diffuse skylight and moonlight
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// from the same model. terrainLighting: 'palette' switches back to the
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// old hand-painted hillshade. turbidity scales the aerosol load,
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// moonGain the moonlight strength, nightFloor the darkest skylight
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// (airglow + starlight), albedoTint is the theme's share on surfaces.
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atmosphere: {
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terrainLighting: 'physical',
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turbidity: 1.0,
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// moonlight strength; scales the direct term AND the diffuse sky
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// lift, both with the illuminated fraction (new moon -> none)
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moonGain: 0.60,
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// stylised starlight + airglow floor on a dark night (real
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// integrated starlight is ~1e-6 of daylight and would be invisible)
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starGain: 0.18,
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// extra share on the ground. The product is the starlit floor and
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// must stay below the skylight at sunset, otherwise the night would
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// be brighter than the moment of sunset. Moonlight (moonGain) is
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// what lifts a night above that floor.
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starGainGround: 0.4,
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nightFloor: 0.10,
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// cloud albedo in physical mode: theme hue kept, brightness comes
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// from the light model (the night palette alone would double-darken)
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cloudBrightness: 1.0,
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// moving cloud patches darken the ground beneath them (the terrain
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// samples the same cloud field as the sky pass)
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cloudShadows: true,
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cloudShadowDensity: 1.8, // optical depth through the deck
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cloudShadowFloor: 0.06, // darkest shade under a thick cloud
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cloudShadowAmbient: 0.65, // share of the skylight a cloud also blocks
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// ridges occlude the sun for the ground behind them (march over the
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// same height field the mesh was built from)
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terrainShadows: true,
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// brightness a fully shadowed slope keeps (0 = pitch black, 1 = off)
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terrainShadowFloor: 0.42,
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// how much of the ground haze applies to the cloud deck (clouds sit
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// above most of the air that causes it)
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cloudHaze: 0.22,
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albedoGain: 1.0,
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// share of the daylight column that the distance fog / horizon takes,
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// and the diffuse skylight share on surfaces
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skyGain: 0.45,
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// Aerial perspective in physical mode: the terrain is attenuated by
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// exp(-tau) and the scattered light of the same air column is added.
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// airGain scales the Rayleigh airlight (blue-biased), hazeResidual
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// is how much of the surface survives at the full fog distance
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// (0.3 = distant ground keeps 30 % of its own colour).
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airGain: 0.55,
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hazeResidual: 0.30
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},
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// Star colour: every catalogue star gets its real blackbody tint, mixed
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// towards white by this factor. 0 = pure white points, 1 = full colour.
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stars: {
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tint: 0.10, // 90 % white + 10 % of the star's real colour
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brightness: 1.6 // overall glow of the catalogue points
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},
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// Day simulation: true = a full 24 h cycle runs in cycleSeconds
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// (sun rises east, culminates south, sets west).
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// false = real sun/moon positions via SunCalc.
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@@ -190,16 +317,23 @@ window.CONFIG = {
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// that time of day (moving objects, clouds, cars and the weather
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// sim keep running unaffected); null/omitted = the clock advances.
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day: {
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// simulation: true runs a full 24 h cycle in cycleSeconds.
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// 60 s = one simulated day per minute of wall time (one simulated
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// hour every 2.5 s). The analog clock and the sun/moon tables follow
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// the simulated date.
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simulation: true,
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cycleSeconds: 20,
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fixedTime: '20:30'
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cycleSeconds: 60,
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fixedTime: null
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},
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// Cloud deck in world units (1 unit ~ 12.9 km at zoom 11; flight
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// band 15-35 km = y ~ 1.16-2.70). Keep the top below the lowest
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// flight altitude.
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clouds: {
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top: 0.9,
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bottom: -0.3
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bottom: -0.3,
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// per weather level (0 = clear, 1 = overcast); overrides the built-in
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// sunny 0.20 / cloudy 0.70 / stormy 0.80 / night 0.45
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density: { stormy: 0.80 }
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},
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};
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