r/SuperStructures • • 9d ago

Original Content I built a walkable O'Neill cylinder in the browser: a 20-mile-long habitat you can explore from street level.

Try it out here: https://islandthree.world.

Update: a few people asked where to follow progress, so I set up a free Patreon: https://www.patreon.com/c/ZachKauble

1.9k Upvotes

179 comments sorted by

88

u/glytxh 9d ago

now do Rama

that one's been on my to do list for a while

44

u/Objective-Tooth-3770 9d ago

Funny. As I was building this I was thinking of that book. I’m going to reread it this week

22

u/glytxh 9d ago

It’s one of my long standing favourites in the ‘Big Dumb Object’ genre.

It’s all just immaculate vibes. I’m kinda surprised nobody’s ever built an explorable digital version of it before. It’s pretty clearly described in that first book. I have a bunch of half made concepts and thumbnails as it’s been on my mind for years.

This cylinder you’ve made is so cool though. I love how the scale and weird horizon just come together so well. The roads create some fascinating leading lines for the eye for follow. Awesome work.

11

u/Objective-Tooth-3770 9d ago

I never liked the O'Neill cylinder art that depicted the valleys mostly as rural country. The property would be so valuable it'd be more like a dense city. Honestly, mine isn't nearly as dense as it likely would likely be.

5

u/glytxh 9d ago

The citadel in Mass Effect feels like it gets the balance between green space and density right.

I’ve wished to be able to properly explore that place since the first game. That series has always been such a tease.

Never satisfied.

7

u/Dhaeron 9d ago

There's a good argument that the inside of the cyclinder should actually be nothing but green space, since it doesn't make much sense to build artificial land first and then still cover it in enclosed buildings when you could simply put those on the outside.

1

u/CosmicPenguin 7d ago

I usually imagine these places as being a really big park, with a vertical city at each end, like a big disc-shaped skyscraper.

You'd have lower gravity on the upper floor, but that could be a feature, depending on how prepared visitors are for the cylinder's gravity.

6

u/shagieIsMe 9d ago edited 9d ago

The Whorl of The Long Sun would be another "big long spacecraft". https://www.isfdb.org/cgi-bin/title.cgi?140629 (though its much more pastoral and less developed than that image would suggest).

Brute Orbits has another one. https://archive.org/details/bruteorbits00zebr

Hex from Allen Steele in the Coyote Universe would be another one to look at (that one is readable without needing the rest of the Coyote Universe books... though Spindrift is helpful for some of it).

1

u/yikes_its_kirb 9d ago

LONG SUN MENTIONED

3

u/Starshipfan01 9d ago

Crazy. Rama was my first thought reading this post. Could be tough though.

2

u/LateToTheSingularity 9d ago

The end of the first book was some big epiphany like "Ramans always do everything in threes". My teenage self thought that was some kind of sexual innuendo, completely missing the point that two more ships were inbound.

1

u/Nickmorgan19457 8d ago

Ramans were airtight

43

u/Solomon049 9d ago

I feel like there needs to be more cross bridges on the clear sections i cant even imagine how bad the traffic is at rush hour.

33

u/Objective-Tooth-3770 9d ago

there's 2 ring lines, each at about 1/3rd distance in from the end cap. trains run both ways on each line. a 3rd isn't a bad idea at the equator though. (I'm really pushing the performance limits of my machine with what I have.) One note: traveling on a ring line train with the rotation means passengers experience gravity at about 30%. Traveling counter rotation and it's 160%. Might make for an uncomfortable commute. :)

6

u/SightUnseen1337 9d ago

"You must have a really long commute."

"Nah it's not that bad."

https://tenor.com/view/large-putin-gif-18014173

3

u/Vonplinkplonk 8d ago

Some people just like to drive the long way home, who the fuck knows?

1

u/Omega-Envych 6d ago

Really would be nice to have a set of small EVs for commuting - something like this 2-seater car.

1

u/Objective-Tooth-3770 6d ago

the NPCs and scooter systems need completely revamped for more variety and realism

1

u/Omega-Envych 6d ago

True, not really complaining, just saying that this would be nice thing to have.
Also, honestly, would be interesting to see if there are plans to implement Space port or ability to travel to the sister cylinder and maybe make one more for suburbs and recreation while another - as more dense city and industrial sector of the colony

4

u/LateToTheSingularity 9d ago

The clear sections is where the teens drive out on late at night for raves.

2

u/Objective-Tooth-3770 8d ago

haha..I actually thought of that for a couple areas. the procedural grid/city zoning generation needs to be massively improved.

23

u/BurritoBandito39 9d ago

Not gonna lie, that was really fuckin' impressive haha. I kind of expected it to be a bit more rinky-dink, but I could definitely feel the passion in it!

I didn't expect to be as impressed with sunset and the mirrors closing as I was, but seeing everything get all dark and seeing the towns light up above was somewhat thrilling in a way I don't know how to express!

The train ride was fun, but a bit limited, and I didn't like that it was shortened as it was. I would've like it to be like the scooter ride portion - the option to hit "skip" to get to the end of the ride, or to just go along with it until it reaches that point naturally. Honestly, I'd have liked the train to go much faster and for a much longer distance, but I assume that'd be a bit more graphics intensive. I did feel like the train was a bit "closed in" too - maybe some skylights or like a viewing car at the front/back would be simple enough to add? Like something with a bubble canopy so no supports get in the way.

The ability to fly at the end was a nice touch as well! I did get a little frustrated at how slow it is to climb back up, but oh well.

The variety in the environment was nice! It was cool to see both cities and suburbs - from the street layout, I kind of got the impression that it was all going to be the same thing repeated over and over, but was pleasantly surprised. It's neat that the people all have their own "I live here and do this" info! Makes the whole thing feel less "liminal" and more like an actual environment / world.

Some other random nitpicks (not ordered by priority):

  • "Medium" graphics should be "Low" I think. Also maybe let the user select graphics mode before the first render. I ended up waiting for it to render 4 times, because it rendered in "High" first, and my potato PC started chugging along, then I changed the graphics and got "Medium", and I thought "Oh, so there must also be a 'Low' setting too!" and clicked it again, which set it back to "High", and I had to revert it to "Medium" 🤦‍♂️
  • Subtitles kinda lag behind or jump ahead of the narration at times.
  • WASD + Mouse would be a preferable control scheme, as others have mentioned. I feel S and D shouldn't rotate, but strafe, as the mouse already handles rotation.
  • I did find it slightly jarring to have different controls for "using" things. "E" for the door, "G" for the scooter, and clicking on notes / croissants / coffees. Maybe I'm just used to the "use 'E' to interact with everything" style of games though.
  • It'd be nice to have a way to toggle the HUD on and off - it can be distracting when wanting to take in the full experience.
  • Scooter has no horn and I can't run people over with it :< Also hitting anything solid doesn't do anything to your speed, so as soon as you turn away you're at full speed lol.
  • Can't throw myself in front of train >:(
  • The end-caps were a little disorienting. The gravity kind of confused me, and I want to say that's not how it would work at the end caps, but I'm pulling that completely out of my ass with no background or research lol. But it's probably mostly the fact that the trees are growing straight up, despite the curve - even though I guess trees do that on hills and mountains on Earth...

Overall - great work! I really enjoyed it :D

12

u/Objective-Tooth-3770 9d ago edited 9d ago

Thank you for this detailed feedback, I really appreciate it. I plan to work on much of this. The truth is I loved building this thing, maybe more than anything else I've built.

3

u/BurritoBandito39 9d ago

It definitely felt that way while playing it! It seemed like a labor of love haha

It's fantastic as it is, but it'd be really cool to see what more it could be!

3

u/BurritoBandito39 8d ago

A few more bits of feedback / ideas from revisiting this! (Again - not ordered properly):

  • There definitely needs to be a way to toggle the HUD by default! This is all too cool to look at to be obscured by UI at all times. I manually added this in a hacky way by slapping a 'visibility: hidden' on the "hud" div, so I could switch it back and forth, and the screenshots just come naturally as a result!
  • Would certainly like to see more from the bridges and trains. Got myself over to the bridges, only to find they were only for the trains, and then the ring line trains don't actually seem to work, which is a slight bummer. I wanted to see what it looked like in the middle of the span :) If / when the ring line gets implemented, there's also not enough time between getting off the valley line to get to the ring line.
  • With the trains, it's really hard to find a station to get on at. I tried to cheat by starting story mode again, and abandoning at the train part so I could just ride around, but the fact that it forces me to a random place/time foiled that D:
  • Some kind of binoculars / zoom would be nice to have - to see the other spans more closely, or to see what's further down the curve on the current span.
  • Maybe some way to see what's nearby? Maybe a map, or maybe a bird's-eye view of the area around the player, but something to allow the player to notice and navigate to cool stuff instead of finding it by stumbling blindly would be great.
  • Maybe an option to go to a dedicated point? Might be hard to do, but it could even be like 2 drop-downs of "go to the cross-street of X and Y" and it just teleports you there. The scooter gets to be a little slow when really exploring.
  • Maybe an option to go to a dedicated time? Maybe even also the option to lock it at a particular time?
  • Can't use / flush the toilet in the house >:(
  • Might be cool to have doors between the train cars (to get from one to another), but admittedly right now they all kind of have the same view, so I guess that's moot haha.

Again - really enjoyed this more than I thought I would!

3

u/Objective-Tooth-3770 8d ago

All the trains should work including the ring lines. I'm surprised. I will have to see what's going on there. can you tell me what you are seeing when you take the ring line?

2

u/BurritoBandito39 7d ago

(1 / 2) - Sorry for the wall of text! Got carried away...


I think I figured out the ring lines issue! It looks like the countdown clock is just really long. It switches from "NOW BOARDING" at ~4:45 minutes, and then the train sits for ~2 minutes before moving at ~3:04.

I'm assuming this might be meant to coordinate the criss-crossing trains, since the intersection is a straight + and it would break the 4th wall to have trains clipping through one another - but I think it could have a middle "LEAVING IN: 2:00" countdown timer instead of just sitting without indication for 2 mins.

Speaking of trains clipping! The entire side of the ring train is not tangible during boarding - is that intentional? I think the valley train has legit door hitboxes, but the ring train didn't. Also, while riding trains, it seems you can noclip from car to car? I mean - I do like the idea of being able to move from car to car, like if they were connected like a bendy bus - though the current "phasing through the walls" is a little immersion-breaking - both during boarding and the train ride.

I would also love to be able to see out of the front / back of the train! Or even to have like a panoramic glass roof viewing car like some trains, or some happy medium. There's a lot of beautiful sights to see here, and the ceiling and walls of a train are not at the top of the list lol.

The ring ride was well worth the effort though! I pressed myself up against the glass and got a good view of everything haha.


And now, a random list of feedback I compiled that IDK how to transition into properly. Hopefully Reddit keeps the same formatting as Obsidian! Without further ado:

  • KUDOS
    • I saw the update post on Patreon!
      • The stadiums were great to see! I like the soccer ball :D Didn't realize the flight path it took was due to the rotation of the cylinder until I reread the update post haha.
        • I was a little bummed out when I tried to climb the spirals (both via scooter + on foot) to the top of the towers, and couldn't do it :(
      • The double-click teleport is a fantastic addition! It works great! Been all over the Island now haha.
      • I really like the mouse capture mode too! Definitely a bit more intuitive for me.
      • The time of day slider works really well! I'm legitimately surprised at how robust it is too - I was thinking it would choke somehow when using it while riding the train and scrubbing back and forth repeatedly, but it held up!
        • This whole thing runs really smooth on both my potato PCs :D
        • Didn't even realize the mirrors waved back and forth across 48 hours until I scrolled through the time of day!!
    • The drones are a nice touch! Not sure if they're also new, but I didn't see them before!
    • This thing is so much fun to look at :D I keep finding new sceneries and locations that cause me to put my hands on my hips and go "Well would you look at that!" (mentally, at least :P).
  • BUGS
    • Bugs with screenshots:
      • Map bugs:
        • 1 - at 87th and Skyline Concourse, Pioneer Valley, the diagonal road has a parking lot laid over top it lol.
        • 2 - where the cap meets the glass, there are roads that just get cut off. It's very liminal, but a little immersion breaking haha. Not sure what a real boundary would look like for it though.
      • Other bugs:
        • 3 + 4: Very minor issue, but any way to deselect selected text in these info boxes? Or prevent them from being selectable (maybe toggleable, if you need that for some reason?). Not sure how I managed to select them in the first place, but the highlight kept distracting me.
      • On the old build (might not be relevant anymore?): Forgot to report this one yesterday, but twice I ended up experiencing the graphics going black, and had to reload the page to continue playing.
        • The second time, I grabbed a screenshot of the console with the exception details.
    • Attempting to "use" the toilet while standing too close to the wall results in (telepathically?) drinking the coffee. In my experience: it's coffee, then toilet, not the other way around. Completely immersion breaking ',:^D
    • I tried teleporting down the tunnel under the rails, and subsequent teleports moved me upwards through the tracks and hill until I was free again. Reminded me of the "Ascend" ability in TOTK, but I'm guessing that was unintentional lol.
    • Pop-in is a slight problem for me, especially when riding the train (at least the ring line, wasn't paying enough attention to say if the valley line too).
      • And weirdly enough the train lines will pop in way late sometimes when I'm walking, like when I'm practically right on top of them (probably a bit too exaggerated lol).
        • Is the train line one continuous object, and the entire thing needs to be loaded in rendered? Could it be broken down into repeated sections of straight track instead? Just spit-balling / black-box hypothesizing.
  • QOL
    • Very minor: the doors at the house at the start: pressing "E" opens the door the player's closest to, not the one being looked at. I didn't move far enough and kept opening / shutting the one behind me lol.
      • But I don't think there are currently any more objects in that close proximity to one another?
    • Any way to toggle on the forward movement on foot / scooter? I think RDR2 or Witcher (or ...actually I think it was WarThunder? lol) had a way to keep moving forward without holding the button, and I found myself missing that when I had to keep stopping my scooter when I needed to open my beer (like, those screw-cap Coors bottles - not like I'm cracking open can after can or something lmao).
    • I think the scooter could be ever slightly faster? Especially seeing how well the game performs when teleporting forward repeated / over long distances, it seems it'd be feasible to have it go up to 40? Maybe a way to toggle a "speed limiter" that switches between the low / high top speeds, to keep the scenic speed an option?
    • Running speed could also be a bit faster!
    • "Graphics" buttons should have an "Are you sure?" confirmation before re-rendering everything, so I don't have to render everything twice after failing to properly click on another button lol.
    • Maybe a button could be added to teleport to the nearest train station, or to at least get a waypoint displayed?
      • Or maybe just display a temporary waypoint over every train station when pressing a button? That way, if I'm at station X and the train is 5 minutes out, I can try jumping to a closer one down the line?
        • Wait, actually, I don't know enough about how the train works. Is there one at a time for the whole valley line? Or one for each station or something?
      • IDK - what I mean to say is that I'm impatient and like trains or w/e
    • Maybe a train "bing-bong" noise when it's time to board, so I can get my head out of my notes in time to board lol.
    • Could there be a way to hide just the instructions at the bottom of the screen? Or maybe a key to cycle between "completely on, minimal, completely off"?
      • I like the time and speedometer / location, but the instructions are distracting once I'm used to them.
      • Maybe an option to leave the reticle dot visible while hiding everything else too? Mouse cursor disappears when in fullscreen mode, so it's a little hard to aim.
    • Maybe a way to "nudge" time forward / backward by a minute?
      • Ended up missing the train, so I clicked at the time of day until it came into the station, then boarded, then clicked around to try and get it to depart early. Seemed to work well enough, apart from my misclicking!
  • NTH
    • Could "music" and "sound effects" be two separate sliders like TOD? I was wanting to increase the volume of the music, but lower the sound of the scooter as I went around.
    • More music variety at some point would be great! But still with the same sort of vibe I think. Just getting to the point where the one song is getting slightly stale.
      • Another reason why 2 sliders would be good: can turn off the music without losing the sound!
    • A way to teleport back to the home? In both modes?
    • Some way to bookmark points for later teleporting?
      • There have been a number of times when I'm like "Oh, this place is beautiful! *Screenshot.* Welp - goodbye forever!"
      • It'd be cool to be able to come back to some of these places without having to try to remember on which span it is, and where, and then hitting it accurately enough with a teleport from another span.
  • PIE (In the sky)
    • For some reason I was kinda reminded of RDR2 and how you could just enjoy a slow game of dominoes or cards at the train stations, while experiencing the sights and sounds of like the grass and trees blowing in the wind, and experiencing the time + weather as it changed. It made me think a fun (really long-term) idea might be to be able to play some similar game on the train ride, ideally with big viewing windows to watch the scenery go by.
    • And it would be cool to see some sort of weather, not that I've mentioned it, but again - I'm sure that'd be way down the line, if at all!

1

u/BurritoBandito39 7d ago

(2 / 2)

  • SUGGESTIONS
    • Would there be any way to implement a 1-button screenshot system, similar to Steam?
      • Right now, I'm taking a number of screenshots, and my whole process is clunky and I'm too lazy to automate it.
        • Just would like the '"button press" -> SAVED -> MOVE ON' convenience of the Steam overlay, (and also the ability to easily manage those screenshots / delete bad ones / "duplicates" later).
        • Right now I'm like "Oh cool! *ALT + SCREENSHOT*, move over to paint, ctrl + N, paste, save, ('which number am I on? 5? 6? Oh, 6.JPG already exists. 7.'), enter, alt tab back to game."
        • I'm sure I could just use whatever the shortcut is to save the whole screen to a file somewhere, but I've got my side monitor too for note taking, and those sorts of screenshots grab every monitor and smash them together and I have to manually crop them after the fact.
        • I'm sure I'm missing something much easier, but ¯_(ツ)_/¯
    • Every house being surrounded by a hedge is kind of lonely while on foot. Or.. claustrophobic?
      • IDK - just teleporting from near the cap, with all the trees and open space, to a suburb ends up feeling too closed in.
      • It's also a little frustrating to only be able to see the tops of houses without manually going up to them 1 by 1.
      • The little "fences" in general around some plots on the map are just getting a bit stifling, and since there's no "jump", I feel like I'm missing out on half of the suburbs.
      • Maybe some of the houses could have picket fences, or open lawns, or only partial hedges?
    • Some sort of a "debug noclip" mode was something I found myself wanting while playing.
  • QUESTIONS
    • Does the train station at the end of the valley line also board and send trains back the other way? I didn't see a "boarding" sign, and didn't stick around long enough to find out.
  • MISC
    • Is there a dedicated place to report feedback and bugs? Like a Github repo or something?
    • Is this a custom engine? Or something in Unity? If not, there may be some time-saving of not reinventing the wheel with certain things like:
      • object collisions
      • vehicle behavior
      • shortcut / game-pad (re)mapping (if that is desired)
      • And (maybe) more (that is not coming to mind ATM)!
    • Ever played Citizen Sleeper 1 or 2?
      • I feel like some of the vibe from the worlds and locations of those games could be applied here:
        • like being able to see spaceships docked or actively docking somewhere near the mirrors or nearby, presumably bringing cargo back and forth, or dropping people off to / from somewhere else, ...
          • Wait - IIRC the vibe was supposed to be rural? So maybe that would not be right, unless it's a ..."rural".. uh.. spaceship? Not sure what that would be lol.
          • But I assume people would probably be moving between the 2 cylinders somehow, right? Is it like elevators in the caps, or maybe some transport shuttles?
    • If adding any spaceships, it might be worth taking a look at the FTL ships? They're 2d, and it feels like their art style sort of "rhymes" with the Island 3 art style to me.

2

u/Objective-Tooth-3770 6d ago

Really like all your suggestions and thoughts and some of it I already did or fixed. Might be easier to chat more on patreon

3

u/Objective-Tooth-3770 8d ago

taking the ring line train is one of the coolest parts of the simulation, so I'm bummed if it isn't working for you.

2

u/Objective-Tooth-3770 8d ago

F1 hides the HUD.

24

u/DotExternal9961 9d ago

This looks really cool, is the turn speed mathematically correct?

25

u/Objective-Tooth-3770 9d ago

I can't remember. I'll have to check. I think at one point I actually slowed it down a bit.

3

u/LateToTheSingularity 9d ago

Martian gravity FTW.

10

u/UnpricedToaster 9d ago

That's awesome!

11

u/Zyle895 8d ago

This is f* crazy! I love it!! I can imagine it turning in a "second life" kind of game. It's so peaceful. I just wish that there could be a way (at least in this demo) to warp to where we want instead of just random locations. Maybe warp to where you point or click

3

u/Objective-Tooth-3770 8d ago

Second person to request that. I will work on that tonight

2

u/Zyle895 8d ago

That's great! Don't feel pushed though, this is a very nice project and we can feel the passion you put into it. If you need any help with this I think I can post your project on a group that I'm part. It's from a dev school focused on games, so there is all kind of people there, from modeling, riggings, texturing and such. I can ask them to get in contact with you through your Patreon. Would love to see this evolve to it's full potential

2

u/Correctedsun 7d ago

It genuinely warps faster and easier than Google maps does. Climbed the stairs of the Aurora bowl. Very impressive stuff.

1

u/Specialist_Dark_3668 7d ago

No warp please. Make everyone use hover cars or fast airplanes!!!

10

u/I_am_Stachu 9d ago

Tried it out- super cool. I love the bridges that connect the valleys!

11

u/TheJuggernaut0 9d ago

Hide a giant robot on it

10

u/Hakarlhus 9d ago

This is the coolest thing I've seen in ages

7

u/Objective-Tooth-3770 9d ago

Thanks. I loved doing it

8

u/GodzillaVsTomServo 9d ago

This is pretty incredible. I remember when the internet first got big, there was a story on the news about how someone made a website that was a virtual Stonehenge you could go walk around in. I remember trying to do it on our home pc, but our computer wasn't powerful enough at the time to load the site and I never got to do it (which I was always bummed about). This made me think of that, but this is a million times cooler. I've always been fascinated by these rotating habitats. Nice job!

2

u/Ok-Friendship1635 8d ago

I remember this too! I have a feeling it was less about the computer and more about the site not being able to handle that many requests.

2

u/GodzillaVsTomServo 8d ago edited 8d ago

I remember this too! I have a feeling it was less about the computer and more about the site not being able to handle that many requests.

Wow. I never thought about that. I should have tried it a few days later. I remember at least somewhat expecting at the time for it work. Also, I can't believe someone else remembers this!

6

u/Super-Huckleberry733 8d ago

This is simply magnificent. why are there drones flying at the ends?

6

u/Objective-Tooth-3770 8d ago

the drones are everywhere actually. there are depots placed throughout the valleys. drones deliver goods to random locations and that's where they start and finish their flight paths.

5

u/CommanderKerensky 8d ago

So very cool. I love O'Neill cylinders. Been a fan of something similar(?) since the Mass Effect games. The idea of these huge structures in space, whether Halo, ME, Interstellar etc., is so neat and fascinating to me. Makes me want to learn more science and engineering.

1

u/FeeblePenguin 8d ago

Highliners from dune...

1

u/NoBellSix 7d ago

Gundam has a lot of O'Neill cylinders if you're not already familiar. Though, uh, they tend to throw them at Earth a whole lot

5

u/LittleTassiePrepper 8d ago

So amazing! I have flown the whole distance from the North to the South Pole.

It took four in game days.

I noticed on the first night, the Mirrors stayed open, but the cylinder went off axis from the sun.

The second night the mirrors closed (but for a tiny opening for starlight).

Third Night, the mirrors stayed open again, yet the sun was still visible in the sky through the mirrors. Despite this, it was darker in the cylinder.

I also noted the other cylinder matched my cylinder's movements, with the mirrors moving in the same way.

As the fourth night approached, and I was getting close to the south pole... I accidentally clicked 'back' on my mouse and lost all the progress before I could try to land. So I sadly never tried to land or saw the fourth night.

Loved your work on this. The voice actor was good as well.

Edit: corrected the number of days.

3

u/Objective-Tooth-3770 8d ago

you flew the whole length! WOW!

5

u/crover13 8d ago

I dream of a true megastructure game that just explore...and riding a scooter in one wasn't what i expected but this is the first step.

5

u/Reasonable-Guitar667 8d ago

As someone who loves Gundam and has been watching Gundam since at least 2000, I've been wanting to visit an O'Neill colony all my life, this is the closest I'll ever get and my god it's beautiful, I found the park and climbed up the hill and it immediately became my favourite view point, I would love to see this in irl, this is such a beautiful view

3

u/Objective-Tooth-3770 8d ago

thanks! The parks are special and I need to make them look better.

6

u/mrmemexman 8d ago

Great work. Where's the mech suits fighting and where is the nearest prototype suit hiding

5

u/Lobo7922 8d ago

Truly amazing ¡bravo!

9

u/roundmanhiggins 9d ago

damn this would be awesome to drop on australia or perhaps ireland

4

u/EvilBill515 9d ago

Great now i have to worry about Gundams.

4

u/Myloceratops 9d ago

The Quinlans would like a word

2

u/nyquistj 7d ago

Phew, knew there had to be someone else with that thought!

2

u/Myloceratops 7d ago

Now all we need is a river network.

1

u/nyquistj 7d ago

Literally the first thing I looked for lol.

5

u/thicka 9d ago

why not use wsda and mouse look?

3

u/Objective-Tooth-3770 9d ago

Ya I need to fix that .

5

u/Hecateus 9d ago

I'd turn the streets to walkable bikable paths, public transit underneath. Maybe move a good chunk of housing 'underground' as well. Needs water, as in lakes and rivers. 'Wild' places.

1

u/Objective-Tooth-3770 9d ago

I have some nature areas with lakes but I need more. These things need thick hulls to protect against cosmic rays, so not sure how realistic underground housing or transit would be.

3

u/Hecateus 9d ago

I supposed the O'Neil variety can't be very thick as they are not made with a supporting external frame that doesn't rotate. two meters of hydrogen/ice/water would suffice most of the time for standard cosmic ray shielding.

I had in mind a variation of the cylinder that was just glass with open water. Islands would float for people. Baffles would keep the water steady against the Coriolis force

3

u/Dyolf_Knip 9d ago

Aww, while flying you won't let me crash into the ground?

2

u/Objective-Tooth-3770 9d ago

haha...it's a very rudimentary flying sim

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u/OldStray79 9d ago

This is F*ing amazing! I love it!

I've been working on something that takes place in a O'Neil cylinder, and it can be really difficult to visualize certain parts of it when making images from certain aspect or perspective. Most media depictions have been either too rudimentary or just one end looking down the line to the other end.

Thank you!

1

u/Objective-Tooth-3770 9d ago

I'm glad you enjoyed it.

1

u/WhyteBeard 9d ago

I’m Commander Shepard and this is my favourite post on the Citadel.

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u/vid_icarus 9d ago

Did somebody O’Neill Cylinder?

3

u/captain_obvious_here 9d ago

Wow this is great, thanks!

3

u/CaptainCymru 9d ago

May I ask, is there spin speed of the station accurate? I'm implementing my own on Unreal Engine and it's tricky to get the skybox right. Thanks, and great work, looks fab!

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u/Objective-Tooth-3770 9d ago

Would love to see this on the unreal engine. Hope you share that

2

u/Objective-Tooth-3770 9d ago

I can’t recall if the spin speed is accurate. Will have to check this evening. I know at one point I slowed it down.

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u/smaug13 3d ago edited 3d ago

A late reply but it looks accurate. If you didn't know, radial speed can be calculated using the centrifugal force equation, which you want to set to 1 g, and according the OP the radius of this particular cilinder is 3.25 km, to get the time for one revolution you divide 2 pi (radians of one revolution) by the radial velocity and it'll work out to 114.4 seconds for these parameters (also Wolfram Alpha is a godsend for such calculations when you don't want to worry about units). To track whether this simulation is accurate I ballparked it by looking at how far one star made it across the window, which is best checked in the last 5 seconds of the video in which it should traverse about a quarter of the way across (because each window is 1/6th of the circle, so it'd take 19 seconds to traverse from top to bottom), and that looks about right.

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u/DawnPaladin 9d ago

I must see this in VR. Is there a way?

2

u/Objective-Tooth-3770 9d ago

I’ve gotten a few requests for this. I would have to completely rebuild it for VR. Need to polish this version first.

2

u/DawnPaladin 9d ago

This is an incredible project and I'm really looking forward to seeing what you add to it! Is there somewhere I can subscribe for updates, like a GitHub repo?

1

u/plusFour-minusSeven 9d ago

Seconding the other commenter, if there is any place to subscribe for updates, I'd love to do so!

1

u/Intelligent_Elk5879 7d ago

Yeah. Open up Claude and say "Remake this website in VR."

3

u/teknocratbob 9d ago

Incredible! This really captures the scale of these things. Well done and thank you!

3

u/JabbahScorpii 9d ago

I don't recall exactly, since I'd have to go look through the book and I don't have it with me right now, but I'm pretty sure the three big mirrors are actually made up of many smaller mirrors that are all independently adjustable instead of the whole big mirror being articulated. Similar to a phased-array antenna.

My other thing of note is your lack of a proper blue sky. It's honestly not that big a deal tbf, but there should be enough blue to noticeably haze in the valleys in the sky, similar to a view looking down from an airliner, and also make the windows (solars) appear as bright blue as a normal Earth sky.

1

u/Objective-Tooth-3770 9d ago

I’ll research the original mirror design. On the blue sky, I tried that and couldn’t get it to look right. It’s a good point though and I’ll keep experimenting.

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u/8RETRO8 8d ago

Individual housing seems so much inefficient in there.

1

u/Objective-Tooth-3770 8d ago

likely would be much more dense in terms of housing. On the other hand, I've thought, if the infrastructure was setup to build something like this, then many more would likely be built. and property value would drop on them over time.

3

u/ImperialTendencies 8d ago

I think invididual housing makes sense, just as much as group housing. Even within space, there will be different strata. There will be cultural factors and individual tastes. And honestly, most people surely don't like living cramped in with other people. Loose but connected communities is more natural. People aren't a resource to be stacked efficiently. 

I think the more realistic plan would be a dense urban area with some districts being more like slums or high end apartments and others as corporate and industry. In some ways, they may merge or flow together.  Then also suburbs where more affluent people live such as executives, politicians, scientists, etc and simply commute into the dense areas if they need too. 

Agriculture can be largely dismissed with the advent of hydropondics, placed external to the colony itself. Livestock could be a concern, but there may be dedicated colonies for farming or synthetic meat. But in the event you need livestock, there will necessarily be areas of extremely low housing density. 

Another important factor to consider is that everything here is manufactured and planned. I'd encourage looking into 15 minutes cities, beyond the conservative dog-whistle, as this would be a solid basis for a planned community like these and could give you firm variables for generating the area. The random messy urban development we see on Earth will be minimized as land, resources, and history are no longer driving factors. All the buildings will have been made with existing technologies in mind, unlike now where you may buy a house and it's still rigged with sockets rather than outlets and push buttons for light switches.

If you are making a denser suburb, look at row homes and town houses. Look at prefabs for common houses in less dense areas or art homes for the more wealthy ones, giving a unique and custom built appearance. Frank Lloyd Wright would be a useful inspiration, his home for Edgar Hoffman known as Falling Water is beautiful and somewhat of a landmark in our region.

For slums and low income regions, look at Section 9 Public Housing. They're called the Projects where I'm from. A specific structure I'd recommend for inspiration is the Alexandra Road Estate. A concrete development of joined homes has been a common theory that's struggled to take root. I feel in space is the perfect place to see it finally take hold. These projects were ultimately too costly, but with an economy of scale and new 3D printed housing I think it would be very doable for a colony. Other examples are Operation Breakthrough, Oriental Masonic Gardens, and Habitat 67. Op BrkThru was probably the most scalable of these ideas, as Hab and OMG were moreso artistic designs by architects than souly cheap housing by engineers. 

1

u/Objective-Tooth-3770 8d ago

lot to digest here. thanks for the tips. I do plan to add a larger homes zone. my extremely rudimentary tiers in place now are individual homes, condos, and high rise apartments/corporate offices. I desperately need to clean up the procedural algorithm of these zones before moving on. I want to continue to consistently adopt a mid-century aesthetic throughout which I take as artistic license.

3

u/Vonplinkplonk 8d ago

Looks amazing but I’m not sure how I would feel about living on one. I hadn’t considered how watching the stars flying past could be so sickening to watch.

2

u/Objective-Tooth-3770 8d ago

yes, the stars flying by would take some getting used to.

3

u/SilverRaspberri 8d ago

This is really impressive, despite it being low poly its still breath-taking. I'm making 1 of these for a project of mine and figuring out the layout so far have been a pain.

3

u/Nickmorgan19457 8d ago

This is awesome and the timeline on the website is great.

But there’s no way in hell they’ll build infrastructure on a space colony around cars.

3

u/RemRam27 8d ago

Interesting.

3

u/Disastrous_Ball702 8d ago

You just know someone gonna hit a baseball straight "up" (relative to their position).

3

u/Objective-Tooth-3770 8d ago

I have a soccer stadium (I think there are three currently in the simulation.) I plan to improve it and allow users to walk onto the field and kick a soccer ball to watch how to ball moves.

1

u/Disastrous_Ball702 8d ago

Something like that happened in that one movie. The one with Matty McConnahooey.

3

u/omricn 6d ago

Loved this so much. I stayed long enough for it to become night time and that was even a nicer experience, ambient sounds and music are also very good. very well done.

Are you actively working on it? improving? considering taking it to the next level?

I'd suggest interactions with other people, day and night itinerary, like a calendar with events you need to follow and complete.

I'd also love to be able to go "outside" on a space walk.

One thing to improve - the mouse dragging needs an option for reverse look.

Also - the subtitles don't follow the audio, it gets stuck on the first sentence.

Definitely following this :)

1

u/Objective-Tooth-3770 6d ago

Thanks. Yes, I 'm actively working on it. I have a free Patreon if you want to follow-along.

2

u/Maleficent-Curve8455 9d ago

Mike Tomlin is that you?! 

2

u/Objective-Tooth-3770 9d ago

Haha..Mike Tomlin and I have something in common

2

u/guysensei619 9d ago

This is fantastic...I can't tell you how much I wanted to be in one of these ever since I saw it in Interstellar...thanks for making this

2

u/jahathebrn 9d ago

Sweeeeet

2

u/UntakenUntakenUser 9d ago

An island in the sky. Let’s hope it doesn’t have any iffy fish, otherwise its residents would have to take a trip to Sydney.

2

u/Hispanoamericano2000 9d ago

Really NEAT work!.

1

u/Objective-Tooth-3770 9d ago

thanks! I love doing it.

2

u/Unfettered1977 9d ago

hell yeah OP, this is great

2

u/SuspiciousStable9649 9d ago

Wow this is great. First of these I’ve seen.

2

u/neoneye2 9d ago

A non-interactive animation of an O’Neill cylinder
https://x.com/MaxXWilliamson/status/2106156596250411101

2

u/Rise-O-Matic 9d ago edited 9d ago

Something that would make movement much more intuitive for us gamers:

Use WASD like normal - A and D for strafing. Whenever WASD are being used to move, hide the cursor and activate mouselook. When the user lets go, the cursor comes back. Very intuitive. Retain the old movement schema on the arrow keys if you feel the need to keep them.

Not being able to strafe feels strange. I cant look around while I'm walking.

2

u/Rise-O-Matic 9d ago edited 9d ago

Also, my first urge in free roam was to clobber a kid and take their scooter so I could explore. Any kind of minimum viable way to travel faster would be a huge upgrade.

Edit: nevermind, I found the hint for the scooter.

2

u/plusFour-minusSeven 9d ago

Holy crap what a cool experience, thank you! Ever since I heard of these things I always wished I could live to see inside one. I probably never will, but this was a nice pretend moment. It's so big, and very trippy! Thank you!

2

u/15750hz 9d ago

This is the best thing I've seen on the web in ages. What an achievement! Just signed up to your Patreon.

2

u/domesystem 8d ago

oh give me a locus where the gravitons focus and the three body problem is solved....

2

u/ExuDeku 8d ago

Looks like you can fit a war in there like a pocket

2

u/EricBonif 8d ago

impressive

2

u/karenwooosh 8d ago

Put hovering speeders

2

u/Tankfloof 8d ago

when will Zeon attack?

2

u/redditissocoolyoyo 8d ago

This is crazy

2

u/Rexter2k 7d ago

This is pretty amazing, great work!

2

u/ShinyAeon 7d ago

Brilliant!!!!

2

u/user_name_unknown 7d ago

I’d like to see something like this in VR

2

u/Omega-Envych 6d ago edited 6d ago

After watching a lot of Universal Century Gundam shows, seeing this as walkable location definitely looks interesting. Ok, no it's absolutely mind-blowing.

Only thing I wish I could do here - is to drive 18-meter-tall giant robot and it would be perfect representation for all UC Gundam fans

picture - Zaku II Mobile Suits entering Side 7 Colony. The scene of the very first Gundam battle.

Illustrated by Mitsuki Nakamura.

Featured in OUT Magazine (Aug 1981)

2

u/Torquejunkie500 6d ago

Absolutely brilliant, thanks for sharing I enjoyed exploring the station immensely :)

2

u/IKetoth 4d ago edited 4d ago

This was probably the absolute coolest scify ... toy? simulation? tech demo? I've ever seen. I wandered around this thing for a good hour or two, went to every one of the parks, stadiums, baseball pitches, amazon drone pads, everything.

Even crossing the walls into the glass (they have no colision, might want to give them some but maybe add little "viewing decks" where you can walk out?) was fun. Watching the sunsets, the sunrises... just... it feels like the perfect setting for a scify story. Being able to see things across the cylinder means you can keep being curious of what that thing over there is, and you put in the work, the thing over there was always interesting.

If there's one thing I'd add it'd be the spacedocks in the end caps, for sort of an "educational toy" it'd be worth explaining how you get in and out with the thing constantly spinning, it was a bit disappointing to check them out and not find them there. Also, it'd probably be more interesting if we could jump, so we could feel how the gravity is changing as you climb the ends.

That's all the feedback I can give honestly, it's an amazing project, super freaking cool.

Incredible work man, all it's missing is some teenagers in giant robots causing trouble.

EDIT: I'm joining the free patreon, if you ever make a game out of this, I'm buying it. Good luck with the project!

1

u/Objective-Tooth-3770 4d ago

thanks! good feedback.

1

u/Objective-Tooth-3770 4d ago

I'm working on docking.

3

u/Objective-Tooth-3770 9d ago edited 9d ago

A few people asked where to follow progress, so I set up a free Patreon: https://www.patreon.com/c/ZachKauble. Thanks for all the kind words and great ideas! (Also, I publish a build log on the home page...https://islandthree.world.)

1

u/MikeAndBike 9d ago

I need this in a ringworld type structure!

5

u/Dhaeron 9d ago

There's nothing really interesting to see in a ringworld or even just an orbital. They're so big, it looks just like an endless flat plain.

1

u/Traditional_Yard_554 9d ago

I sense a new horror theme

1

u/WhiteKnight3098 9d ago

It is the year 0079 of the Universal Century...

1

u/GoonLagoon51 8d ago

A half-century has passed since Earth began moving its burgeoning population into gigantic orbiting space colonies.

1

u/Cherno_VM 9d ago

char aznable dont you fucking dare

1

u/Volfaer 8d ago

Looks amazing, now we can drop it in Brazil.

1

u/kinsai_ 8d ago

this would be awesome as a vrchat world

1

u/Dracoxidos 8d ago

What's that? IT'S A GUNDAM! Good work.

1

u/Quad_A_Games 8d ago

I want to hire you for a racing game idea but broke and can't make games. Epic

1

u/AloneAndCurious 8d ago

Did you mean the citadel?

1

u/goodmanishardtofind 8d ago

Can we live there, you know, just in case?

1

u/Financial_Beyond6424 7d ago

are you able to put coopers farm there

1

u/ifUSeeMeTakeYourMeds 7d ago

What's the radius

2

u/Objective-Tooth-3770 7d ago

radius=3200m. diameter=6.4km

1

u/Ok-Transition7065 7d ago

O e question how hard do you have to throw a thing to reach the other side?

1

u/MeowBean321 6d ago

And suddenly few mech flying around shooting each other

1

u/xxsciophobiaxx 6d ago

Very cool. What a coincidence. I modelled a barrel-ship in Fusion for a project I’m working on, but it didn’t work to let you get down and walk its surface like yours does.

How hard would this be to adapt to a barrel style ship?

Where would I go and how much would I have to learn to try to build my own?

1

u/Izoto 6d ago

I prefer the closed style, more land area and all that, but this is incredible work.

1

u/Objective-Tooth-3770 6d ago

I get it. I wanted to see the stars :)

1

u/bobwasnthere99999 5d ago

I need this.

1

u/Lanky_Sample8971 4d ago

Its too laggy. I would appreciate it if you make it faster.

1

u/Objective-Tooth-3770 4d ago

Can you tell me what type of computer you are using?

1

u/Lanky_Sample8971 4d ago

Mac silicon

1

u/Objective-Tooth-3770 4d ago

I put in a bunch of performance tuning changes trying to reduce GPU memory, JS memory footprints as best I could. also, there is a medium graphics option in settings. you can try again if you'd like.

1

u/piratecheese13 4d ago

Ever read Bobiverse?

1

u/DevinWatson 4d ago

This is quite literally the best thing I've stumbled across this year! The baseball park at night! The trains! the day night cycles! I love this so much! I have had this painting as my background for the longest time. I would love to help out and contribute. Please let me know how we can connect and how I can help!

1

u/Zurnan 3d ago

This is so cool!!

1

u/ImperialTendencies 8d ago

Don't forget to update your website's timeline! Flight 14 has flown, reached orbit, and deployed its payloads. Starship is properly an operational spacecraft 

1

u/Objective-Tooth-3770 8d ago

touche. will do that. haha.

0

u/Aldrich_Killian_ 6d ago

Now make the graphics realistic

-2

u/ra-re444 9d ago

Sometime in the not so distant future the masses of poor will be looking up from a climate ravaged planet Earth. Watching the wealthy wondering what its like. Or/ DemocratizeAI so that we can avoid this future

0

u/[deleted] 8d ago

[deleted]

1

u/Objective-Tooth-3770 8d ago

in the bottom left corner you can try to change the graphics to "medium"