← Gregory MundayPlanet lab ↗

SUNLIGHT / SURFACES / SMALL WORLDS

Reflect.

Build a landscape. Follow the sun. See what comes back.

A day of sunlight,
one tile at a time.

YOUR LITTLE WORLD
1,024 tiles · 100 m per tileSunrise · zenith 90°
SunriseNoonSunset
0° / 180°

THE DAILY LIGHT BUDGET

A little light accounting.

Reflected so far0.00 kWh/m²0 MWh across the landscape
Incoming so far0.00 kWh/m²Direct + diffuse sunlight
Returned to the sky— %Energy-weighted reflection
Reflected Absorbed

Your challenge: return 35% of the day’s sunlight to the sky. Can you do it?

Ready to catch some sunlight.

LOOK A LITTLE CLOSER

Inspect a tile

Select a tile in the landscape to explore its inputs.

α —

Vegetation fractions sum to at most 1. Soil moisture is volumetric. Leaf area is m²/m². Elevation becomes geopotential (g × height) in C45. Ocean and sea ice use the supplied linear ice scheme.

The science behind the little world

Your equations, in the browser.

Land uses the supplied SpeedyWeather C45 symbolic equations: all eleven physical inputs, their original normalisation, and the 16-point Gauss–Hermite conditional mean. The six BRDF parameters feed the Lucht black-sky and white-sky polynomials, blended with each tile’s direct and diffuse irradiance. Broadband weights are preserved exactly: 0.5395 visible + 0.4689 near infrared. Final albedo is clamped to [0, 1].

Compare against the supplied vegetation + snow schemes. Open water has albedo 0.06; sea ice blends towards 0.6. Snow cover is S/(S + 0.05 m), or the linear ramp in the comparison scheme.

A deliberately simple day.

The sun travels east to west through a 0–180° arc. Its zenith angle is 90° at sunrise, 0° at noon, and 90° at sunset. This is an idealised overhead solar path, not a latitude/date calculation. Direct horizontal irradiance is 900(1 − c) sin(p) W/m²; diffuse irradiance is (80 + 250c) sin(p) W/m², where c is the sky slider and p is the solar arc.

Terrain shadows block the direct beam; diffuse light remains available. Cells are flat 100 × 100 m patches at their given elevations, with an east–west heightfield horizon. The trees are visual markers, not canopy shadow geometry. No atmospheric feedback, multiple scattering, terrain-slope correction, or out-of-domain terrain is included.

What the numbers mean.

Energy is integrated in 1,440 equal model-time intervals using midpoint quadrature. Playback speed never changes the answer. All selected tiles enter the calculation, including the 256 × 256 grid; visual detail is grouped when tiles are smaller than the available screen pixels. The kWh/m² totals are averages over the whole map; MWh totals include its area. Reflected energy is α × incoming energy, with local direct/diffuse fractions recalculated in shadow. Editing the world resets the light budget.

Procedural landscapes are illustrative inputs, not observations or validated predictions. A constant 35% challenge invites experimentation; it is not an environmental target. Everything runs locally in your browser, without uploads or external libraries.