Terra // env-sim v2

Day 0.00 · Year 0.00

Lens

Sunlight sublens
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Temperature sublens
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Water Carbon Mineral Metal Creatures
20° cold 50° 80° hot
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Mode

Selected pixel

Click a cell on the canvas to inspect and edit it.

Target Allocation %

Total: 100%
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Terrain generation

Erosion

Solid material (carbon, mineral, metal) can probabilistically fall to a lower neighboring pixel each sim-day. The chance of a fall scales with the elevation difference between the two pixels.

Default: an elevation difference of 1/10th of a pixel's space (10, at the default space of 100) has roughly a 1-in-2 chance of triggering a fall each sim-day.

Atmosphere & Thermal

~50°
Thermal Model — Energy Balance
1. Solar Absorption: Qin = Sunlight / (1 + 0.02 × Atmosphere)
2. Radiative Cooling (T⁴): Qout = ε × σ × (T/Tref)⁴ / (1 + g × Atmosphere)
3. Temperature: dT = (Qin − Qout) × Δt / Cthermal
4. Heat Diffusion: Flux ∝ Dispersion × Σ(Tneighbor − Tpixel)

Solar energy is attenuated by atmosphere before absorption. Radiative cooling follows the Stefan-Boltzmann law (T⁴), creating strong negative feedback — hot cells radiate far more than cool ones, ensuring natural equilibrium. The greenhouse effect (g × Atmosphere) traps outgoing radiation, raising surface temperature. Thermal inertia (C) depends on composition: water-rich cells change temperature ~5× slower than dry land, producing realistic ocean-continent thermal contrasts. With defaults, global mean temperature stabilizes at ~50° across a full year.

Orbital mechanics

rotation phase · season