Space Travel · Interactive explainers
How the demo works
Space Travel is a real-time demo in the spirit of the Amiga and PC demoscene: fifteen procedural space scenes, about five minutes, synced to a tracker tune. These pages take each scene apart. Every page runs the demo's real shaders live in your browser, then explains the ideas behind them one at a time — from first principles, with small figures you can play with — and ends with step-by-step pseudo-code and the actual source.
Companion to the printed art book (SpaceTravel-ArtBook.pdf (opens in a new tab)). Works offline: each page is a single file. Needs a browser with WebGL2 (any current Edge, Chrome or Firefox).
The scenes
01
Intro
Chrome logo, copper bars and a sine scroller — one fragment shader.
02
Parallax stars
Layers of stars sliding past a planet.
03
Nebula pillars
Dust pillars lit from behind by a star cluster.
04
Warp
The jump to hyperspace.
05
Giant star
A boiling stellar surface with corona and flames.
06
Asteroid chase
A fighter skims rocks through their shadows.
07
Ringed giant
A gas giant and its rings, casting shadows on each other.
08
Canyon run
Low and fast through a dusty canyon.
09
Fleet jump-in
A fleet drops out of hyperspace on the beat.
10
Dreadnought
A slow patrol under a giant capital ship.
11
Supernova
A red giant collapses and explodes.
12
Wormhole
Through the throat to another sky.
13
Galaxy
A spiral galaxy built from millions of points.
14
Black hole
An accretion disc bent around the event horizon.
15
End credits
Vector balls morphing on the beat, Amiga style.
How to read a page
Live. The scene's real shaders, ported line for line to WebGL2. Scrub the time, change the parameters.
Background. Short chapters, one idea each, with an interactive figure and a "Try:" hint.
Step by step. The full algorithm as pseudo-code, each step linked to the idea that explains it.
Source. The actual GLSL and C++ from the repository, plus a glossary of every term used.
