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Pole-Shift Simulator

An interactive 3D globe that lets you pick where Earth's North Pole moves to and shows the consequences of that crustal-displacement / pole-shift scenario — ocean redistribution and new coastlines, earthquakes, volcanism, tsunamis, glacial rebound, climate-belt shifts, and more.

Its distinguishing feature is honesty: every effect layer is graded by scientific standing — established, contested, or speculative — shown right on the control and in a "Model Caveats" panel, with named sources. It runs the fringe pole-shift scenarios (Hapgood, ECDO, Zacharias/GEOSYNC) faithfully and labels exactly where each one departs from mainstream geophysics. It is a "what-if" explorer, not a forecast.

Run it

It's a single self-contained page plus a few data files — no build step. Serve the folder over HTTP and open it:

python -m http.server 8000
# then open http://localhost:8000/  (or /geo.html)

(Opening geo.html directly via file:// won't work — the browser blocks it from loading the sibling terrain/texture files. Any static host, including the served folder above or GitHub Pages, is fine.)

What's here

  • geo.html — the application. It is self-describing: a long header comment records the full build status, locked design decisions, physics constants with provenance, and known landmines. Read that header before editing.
  • index.html — a thin redirect so the site root opens the app.
  • earth_terrainrgb.png, plate_boundaries.json, earth_day.jpg, earth_night.jpg, earth_specular_clouds.jpg — the runtime data (real ETOPO-derived terrain, plate boundaries, and photoreal Earth textures).
  • research/ — the five research reports and premise audit behind the model, plus the full dated CHANGELOG.md.
  • build/ — data-generator scripts and their raw sources (not needed to run the app; not deployed).

Stack

Three.js + WebGL2, one custom ShaderMaterial, lil-gui — vanilla, no framework, no bundler. Three.js loads from a pinned CDN via an importmap.

Caveat

The rapid, large pole shifts this tool explores are not accepted mainstream science; the underlying real-time math is a deliberate simplification of the rigorous (non-real-time) tools it approximates (e.g. LIOUSHELL for true polar wander, SELEN4/giapy for glacial-isostatic sea level). Outputs are scenario exploration for understanding, not prediction.

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Geo Modeling

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