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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.

Quantum Computing2DModerate60 FPS📱 Mobile-adapted⇄ 3D version
2d-orbit-dust ↗ Open standalone

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.

⚙ Under the hood

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.

orbital debriskepler orbitsatmospheric dragkessler syndromespace hazards

2D · HTML5 Canvas 2D · 60 FPS target · runs fully client-side, no install

Why do some fragments spiral into the planet?

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.

What is the Kessler syndrome?

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.

What happens if I raise the Gravity slider?

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.

What did you find?

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