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2026-07-20 Updated 2026-08-10

Space School

HTMLJavaScriptThree.jsWebGL

A cockpit space-flight for little pilots, in three stages: launch an SLS-style rocket off the pad, fly an Apollo-style cockpit through space to dock with the station, then ease a lander down onto your planet. The hidden lesson is Newton — your engine is the only thing that changes your motion. No crashes, no score, no losing.

How it plays

Three stages, one journey: launch → space → land.

Launch starts with the countdown ritual — 5-4-3-2-1 in giant numerals, engines lighting at 3, smoke billowing while the hold-down clamps grip — then a vertical throttle lever flies the climb. Push timidly and the rocket just rumbles on the pad (thrust has to beat weight); ease off mid-climb and you sink softly back, never crash. Hold the tilt in the green zone to climb straight, watch the boosters separate with a thunk and the rocket surge, and the sky fades to stars.

Space is a first-person Apollo-style cockpit: a metal panel with round gauges, a green DSKY speed readout, and switches you can flip just for fun (lights, comms, warp, music). The left pad translates you; the right pair pushes fore and aft. First goal is docking with the space station — line it up in the alignment reticle until it locks green and ease in (come in too fast and you boing right off). Then follow the beacon to your planet, scooping stars that light up constellations in the sky — finish one and it glows gold up there forever.

Land is a clear-canopy cockpit: an altitude gauge that turns amber then red if you’re falling too fast, steer buttons to line up over the pad, and a retro-rocket lever to slow the fall. Set your buddy down and the loop is complete.

How it’s built

Space School ships exactly like its sibling Flight School: one self-contained HTML file from the same zero-dependency build.js, with Three.js vendored and inlined — no CDN, no network at play time, saves in localStorage. It lives in the same Flight Deck launcher on the same iPad home screen.

The design contract (SPACE_SCHOOL.md in the repo) is worth reading: every stage is engineered around one unnamed physical intuition — your engine is the only thing that changes your motion; let go and you keep going, or you fall — with launch and landing bookending each other as thrust-versus-gravity, and space as the drift between them.

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