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BUILD 0.39.3

Space Background

A seeded deep-space backdrop built from recognizable astronomical families rather than a painted sky. Hotter stars trend blue-white and cooler stars orange-red; rare extended points become spiral, elliptical, or edge-on galaxies. Procedural clouds use emission-nebula reds, reflection-nebula blues, and oxygen-rich teals. Six planet families cover banded gas giants, blue ice giants, ocean worlds, rust-colored desert worlds, cloud-covered worlds, and cratered barren worlds without authored sprite sheets.

Light is coherent across the scene. One source direction controls every planet terminator and atmosphere rim, while each comet carries a straight blue ion tail and a broader warm dust tail directed away from that same source. Rings are restricted to giant worlds. Atmospheric scintillation, meteors, telescope diffraction, and visible nebula drift remain available as explicit cinematic modes, but are off in the default space-based view.

The rendering is designed to be embedded behind a real Godot game. A single drawing node submits the object field instead of creating hundreds of child nodes; nebula masks and the shared halo are baked once; and the dense dust field is one stable GPU shader pass. Counts update per layer without regenerating everything else. Parallax and scale are intentionally compressed for readability, so this is astrophysics-grounded art direction—not an orbital or radiative-transfer simulation.

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