Seeing Further

The belt just got a lot bigger. v0.15.0 introduces a complete spatial level-of-detail rendering pipeline that lets asteroids transition smoothly between four detail tiers as you zoom through the field. Close-up, you see full voxel geometry. Pull back, and entities gracefully simplify through low-res icospheres, cubes, and finally point sprites at the far edge of your sensor range. Anything outside your camera frustum is skipped entirely.


Spatial LOD Pipeline

Every entity in the belt now carries ECS-tracked LOD state. A spatial grid evaluates camera distance with hysteresis bands to prevent flickering at tier boundaries, and cross-fade blending makes transitions feel natural rather than jarring. Pre-allocated instanced rendering buffers eliminate per-frame memory allocations, keeping frame times stable even with hundreds of objects on screen.

Under the hood, entity positions flow from the simulation worker into a SharedArrayBuffer for zero-copy LOD evaluation on the main thread. On browsers without cross-origin isolation, it falls back gracefully to ArrayBuffer transfers. Press F9 to toggle a debug overlay showing per-tier entity counts, culled objects, and LOD evaluation timing.

Cultures of the Belt is free to play. Pay what you can if you want to keep the lights on in the belt.