Orbital Debris Field (2D)
A Canvas2D lab where debris fragments orbit a central body under real inverse-square gravity, atmospheric drag decays low orbits, and — if a collision cascade is enabled — impacts shatter fragments into more debris, modelling the Kessler syndrome.
This 2D companion swaps the 3D original's decorative swirl for real orbital mechanics: each fragment integrates a = -GM·r̂/|r|² every frame, so it traces an actual Kepler-like ellipse instead of a scripted loop, a thin atmosphere shell near the central body applies drag that bleeds energy from low orbits until they decay and re-enter, and — with the collision Cascade toggle on — two fragments that meet don't just vanish, they shatter into new debris that can go on to collide again, the same runaway mechanism behind the real-world Kessler syndrome.
2D orbital-debris lab: inverse-square gravity integration, exponential atmospheric-drag decay, and an optional collision cascade with adjustable debris count, gravity strength, drag and time speed.
2D · HTML5 Canvas 2D · 60 FPS target · runs fully client-side, no install
Inside the atmosphere shell, drag opposes each fragment's velocity with a force that grows exponentially as altitude drops. That steadily bleeds orbital energy, tightening the orbit until it re-enters — the same reason real low-Earth-orbit debris eventually decays.
It's the scenario where debris density in orbit gets high enough that collisions between fragments create more debris than natural decay removes, triggering a self-sustaining cascade. Turning the Cascade toggle on lets you watch a simplified version of that runaway process.
Raising GM increases the local circular speed needed to stay in orbit at any given radius, so existing fragments — whose velocity no longer matches — swing onto tighter or more eccentric paths until the field re-settles.