Starfall
A Homeworld-style, universe-scale real-time strategy game that runs in
a browser. This page needs JavaScript and WebGL 2 to play.
What it is
Starfall is a skirmish space RTS built in TypeScript and
Three.js. Every hull, texture,
planet, star field and effect is generated at runtime from code —
there is not a single image file in the build. Ships are drawn with
instanced meshes and impostor billboards so a fleet of hundreds holds
frame rate; the simulation runs at a fixed 60 Hz over a pooled
entity store and a spatial hash, decoupled from rendering.
Features
- Thirteen ship classes, from scouts to a two-kilometre mothership
- Three-dimensional movement with the Homeworld move disc
- Formations, stances, control groups and a fleet roster bar
- Production, research and resource harvesting
- Procedural hull plating, faction paint, damage and battle wear
- Drive plumes with shock diamonds, curved wakes and ion lances
- A streamed score that follows the intensity of the fight
How it was built
Starfall was written by Claude Opus 5 driving a multi-agent
workflow, from the single prompt below. The first run cost roughly
$633: 68.6k input tokens, 4.6M output, 837.2M
cache read and 13.6M cache write. Every model, texture and effect is
generated by code; no visual asset was imported.
The brief
The prompt is a modified version of
Matt Shumer's
one-shot AAA prompt, reproduced here in full:
I want you to build a homeworld style universe scale RTS at the
level of most recent space RTS games. It should be utterly perfect,
visually beautiful, stunning in detail, with every single thing done
at AAA quality — from textures to physics to anything you could
think of, with the sense of massiveness and scale.
Fan out sub-agents and have sub-agents tackle each one individually
so that the game is utterly perfect. You should /loop on each item
and have a separate sub-agent check it visually to ensure it looks
triple A. That separate sub-agent should be a really harsh critic,
and if it doesn't look triple A, it should keep going.
Don't stop until each sub-agent is utterly wowed with the quality
when compared with the actual homeworld game. It should literally
compare them side by side blind and say which one looks better. Do
this in ThreeJS. /loop until it's utterly perfect. Fan out
sub-agents and ultracode.
Only need random mode, not mission, create multiple ship types,
great UI, HUD, and game mechanics, and fluent control, max quality.
For ship models, and effects, AAA, max detail needed, use shaders,
generative textures, and instancing to ensure best performance.
Credits
In tribute to Homeworld (Relic Entertainment, 1999).
Starfall is an independent homage and uses none of its art, audio,
code or trademarks. Music and sound effects are CC0 (public domain)
from OpenGameArt and
Kenney; the full list is in the
in-game credits.
Built by Mike Luan at
e01.ai. Source on
GitHub;
write-up in
the build thread.