Rust and WebAssembly own scene state and planning. WebGPU compute, GPU culling, instancing, and custom WGSL pipelines keep simulation and rendering close to the hardware.
3D Real-time Orbital Motion Engine
Create living 3D scenes for study, art, and immersive experiences.
Why the engine matters
Motion as a visual system
Orbitarium is a highly optimized browser-native visual engine built with Rust, WebAssembly, WebGPU compute, and custom WGSL pipelines. Hierarchy, physics, materials, trails, and camera movement compose cinematic worlds in real time — not prerecorded loops.
It feels alive
Every scene is computed in the moment. Trails, particles, camera drift, and orbital motion keep the image breathing instead of repeating.
A motion language
Orbits become choreography. A simple hierarchy turns into a constellation, a textile, a mandala, or a living installation.
Cinematic control
The result is not random noise. It is controlled generative motion: precise rules producing visuals that feel organic, polished, and premium.
Built for living worlds
Built for learning, generative art, music visuals, exhibitions, interactive pages, and immersive environments that need a living visual system.
The technology is there, but the point is the transformation: a static page becomes a living cinematic surface, rendered and controlled directly in the browser.
Core Directions
Made For
Knowledge Art Experience
Capabilities
What the
motion engine covers
Scene capacity adapts to the device and active workload. Sparse layouts and streamed hierarchy rebuilds support multi-million-body worlds, while the practical ceiling follows the hardware and enabled features.
Every body can orbit a parent, and parents can orbit grandparents through up to 24 nested levels. Fractal multiplication creates complex, organic motion from simple rules.
Combine procedural materials, surface effects, path styles, light, particles, backgrounds, and real-time post-processing inside the same live scene.
Orbital motion, N-body gravity, black holes, and tidal forces respond live. Visual edits update in place; structural changes commit through atomic scene rebuilds.
Layer orbital hierarchies, materials, trails, particles, filters, and camera motion into one coherent browser-native visual system.
Presets
Open a live preview
Every preset poster opens the player in real time.
Create · Encode · Share
How Orbitarium works
Create the scene
Build the hierarchy, behavior, materials, light, camera, and timing in the App. Orbitarium keeps the complete result in one compact .orb Scene Program.
Encode the scene
When you share, the program is compressed and encoded as Base64URL — a web-safe Base64 format — inside a p1 link. The scene travels as data, not as a video or screenshot.
Open it live
Player reads the p1 link, validates the Scene Program, and rebuilds the same live scene. Portable scenes open as interactive links or embedded Players; unsupported local-only assets are rejected before export.
A real-time orbital motion engine for browser-native cinematic visuals. It renders live orbital worlds, not video loops.
Science communication, system modeling, generative art, motion design, music and stage visuals, installations, interactive web scenes, recorded content, and ambient worlds.
No. The landing runs a live WebGPU scene and gallery items open interactive player previews.
Current Chrome, Edge, Safari 26+, and supported Firefox releases can run WebGPU. Availability depends on the operating system, GPU, drivers, and hardware acceleration; without WebGPU, the landing falls back to a CSS background.
Contact
Bring us the idea
We are open to early ideas, technical questions, custom scenes, embeds, and collaborations. We can shape the visual presentation and delivery format together.
Email:hello@orbitarium.io