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🧪 Solar System Orbits (3D)

The same angle = (time / period) × 2π formula and real relative orbital periods as the 2D original — now genuine planets orbiting a lit Sun in a real Three.js scene you can drag-orbit and zoom.

Space & Astronomy3DModerate60 FPS📱 Mobile-adapted⇄ 2D version
3d-planetary-orbital-mechanics ↗ Open standalone

The 2D original animates eight planets on a flat canvas: each planet's angle is computed as (time / period) * Math.PI * 2 using its real relative orbital period in Earth days (Mercury 88 through Neptune 60190), positioned at cos(angle) * distance * viewScale / sin(angle) * distance * viewScale around a fixed Sun, with a Kepler-law sidebar, an Earth-angle readout and a Saturn ring drawn separately at the same angle formula. This 3D companion keeps every one of those numbers and that exact formula — the same eight periods, the same relative distances, the same per-frame time += timeSpeed increment — and runs it on a real sphere-orbiting-sphere Three.js scene: each planet is a lit 3D mesh moving along a true circular path in the X/Z plane around an emissive Sun with its own point light, Saturn keeps its ring mesh locked to its live 3D position, and the camera is a genuine free-orbiting perspective camera (drag to rotate, scroll to zoom) rather than a flat top-down view.

⚙ Under the hood

Real orbital math — angle = (time / period) × 2π using the eight planets' actual relative periods and distances, identical to the 2D original — now driving true 3D positions, an orbiting camera and live per-planet angle readouts.

Orbital MechanicsSolar System

3D · Three.js / WebGL renderer · 60 FPS target · runs fully client-side, no install

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