Nov 30, 2025


Using Claude Code to build a procedural shader starfield with multi-layer parallax in Bevy started as a fun side-quest. A Sunday afternoon diversion from the relentless complexity of orbital mechanics.

Stars are basically white dots.

Sites like Shadertoy are full of starfields. Every game engine on earth has shipped one. There are literal decades of prior art on “make small white things move convincingly in the background”.

How hard could it be?

Pretty fucking hard, as it turns out.

Two weeks, three full rewrites, and thousands of lines of planning docs and revisions.

At the end, I asked Claude Code to analyse the mess.

Starfield Background Planning Documents

  • Total documents: 17 files
  • Total size: 13,220 lines / 4…

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