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A 21st-century orrery

Stand at the coast and raise your eye height (scroll the view, or click an emoji preset, from a person up to low orbit) to watch the sea-horizon drop and curve below the dashed eye-level line — the app’s one honestly to-scale effect. Look around by dragging or with the arrow keys: there are things at every bearing, and overhead a live sky of Sun, Moon, planets, stars, and satellites on an idealised model. Hover anything for a telescope (with the planets’ phases, Saturn’s rings and Jupiter’s moons). Then switch to a free-flying cosmic view, or open the top-down God’s-eye orrery below.

 
N 0°
eye level (0°)
Your browser could not start WebGL, so the 3-D scene can’t render — but the horizon figures below are still exact.
God’s-eye orrery drag to pan · scroll to zoom · top-down, sizes & the Moon exaggerated
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Drag to look · arrow keys look around · scroll wheel changes height · hover an object for the telescope.

 

What is (and isn’t) to scale here

The horizon dip below eye level, the distance to the horizon, and how much of a distant object the curve hides come from exact geometry (a 6371 km sphere and your eye height) and are rendered to scale — the surface occludes the far side via the depth buffer. Everything in the sky — Sun, Moon (and its phase), planets, stars, the satellites — moves on an idealised model from orrery.js (circular orbits, constant rates, 23.44° tilt; observer at 40°N): the angles, phases and elongations are right, but it is not an ephemeris. In the telescope, body and Moon sizes are exaggerated for visibility (as are the God’s-eye planet sizes and the Moon’s orbit); a giant’s shadow is dropped onto the globe rather than projected exactly. Object placement on one coast is stylised. Runs entirely in your browser — no network, no data leaves the page.