Every body keeps the identical update rule as the 2D original, now integrated on the surface of a real sphere instead of a flat rectangle:
dt = 0.1 * timeScale
tempFactor = temperature / 1000
pressFactor = pressure / 1
v += (rand-0.5) * 0.1 * tempFactor (plates / processes)
v += (rand-0.5) * 0.1 * pressFactor (rocks)
v *= 0.99 (damping, same as 2D)
attr += factor * 0.01, clamped [0,1] (velocity / formation / rate / age)
pos += v * dt, re-projected onto the sphere surface
Plates carry a tangential 3D velocity vector instead of screen-space vx/vy; each step the vector is damped by the same 0.99 factor, nudged by temperature exactly as in the 2D version, then re-projected back onto the globe's surface so it never leaves the crust. Rock nodes accumulate a pressure-driven "formation" value with the same clamp[0,1] rule, and a boundary link is drawn (identical 80-unit proximity rule, scaled to the globe's radius) whenever a plate passes near a rock — the same connective-line logic as the flat canvas version, now real 3D geodesic distance.
- Time scale — multiplies dt exactly as the 2D slider does.
- Temperature — drives plate/process drift, identical formula.
- Pressure — drives rock formation rate, identical formula.
- Drag the background to orbit the camera; scroll to zoom.