Kessler Cascade vs Active Debris Removal
Watch an orbital shell of satellites and debris evolve over simulated years. Do nothing and collisions fragment objects into more debris, feeding a runaway Kessler cascade. Send a chaser to remove the single highest-risk debris object on a schedule and watch the cascade break instead.
Run an orbital shell forward through simulated years under two scenarios: leave it alone and watch collisions fragment objects into more debris until the collision rate runs away, or send a chaser to remove the single riskiest tracked object on a schedule and watch object count and collision rate stay roughly flat instead.
Run an orbital shell of satellites and debris forward through simulated years. Leave it alone and every collision fragments objects into 4-9 new debris pieces, feeding a Kessler-syndrome cascade where collision rate grows with the square of object count until the shell runs away. Switch to Active Removal and a chaser spacecraft periodically captures and de-orbits the single largest, most dangerous tracked debris object, holding object count and collision rate roughly flat instead.
3D · Three.js / WebGL renderer · 60 FPS target · runs fully client-side, no install