u/Adam_Jesion

I built a full 3D Artemis II mission explorer with AI agents writing 100% of the code. The scope got much bigger than expected.
▲ 4 r/codex

I built a full 3D Artemis II mission explorer with AI agents writing 100% of the code. The scope got much bigger than expected.

https://preview.redd.it/lipxvhyc4l0h1.png?width=3680&format=png&auto=webp&s=66d0411548ca4262b83086ace39c541b25212011

I wanted to share a real-world Codex / GPT-5.5 coding case study.

I built an interactive 3D Artemis II Mission Explorer:

https://artemis.astrography.com/

The important part for this subreddit: 100% of the application code was written through AI-agent workflows under my direction. I handled the product vision, research direction, visual taste, iteration, QA, architecture decisions, and a lot of painful “this still feels wrong” feedback loops. But the code itself was produced by agents.

The main split was this:

Codex / GPT-5.5 handled the hard technical core. It was responsible for the physics-adjacent logic, trajectory handling, 3D viewport mechanics, camera systems, rendering logic, coordinate transforms, model loading, performance-oriented rendering decisions, fallback systems, and the more algorithmic parts of the project.

Claude Code was used more for the UI layer and for assembling the application into a usable product. It helped with interface structure, controls, layout, panels, state wiring, component organization, and integrating the pieces into a coherent Vite + Three.js app.

What started as a small experiment became a surprisingly large browser-based spatial application.

The app is a static Vite + Three.js project with no backend, database, auth, or environment variables. It includes an interactive Earth-Moon-Orion 3D scene, Artemis II free-return trajectory visualization, timeline scrubbing, MET/UTC readouts, playback speed from 1x to 10,000x, mission checkpoint cards, telemetry-style range/velocity/altitude readouts, DSN-style light-delay context, and multiple camera modes.

The technically demanding parts were mostly Codex-driven:

- building the Earth-Moon-Orion 3D scene

- implementing the trajectory layer and fallback curves

- constructing the mission timeline logic

- handling MET/UTC conversion and playback speed

- building camera systems for overview, Orion follow, Earth, Moon, capsule-in, and capsule-out modes

- implementing first-person capsule view controls

- handling camera roll, roll reset, animated aim targets, and smooth transitions

- wiring telemetry-style values into the simulation state

- building the 3D model loading pipeline for NASA Orion assets

- working through coordinate-space issues and scene scaling

- patching Three.js shaders with onBeforeCompile

- optimizing live clouds, night lights, texture LOD, and GPU-heavy branches

- implementing Earthshine, cloud shadows, eclipse/corona handling, Sun glow, lens flare, and occultation logic

- building the Developer HUD for FPS, camera position, rotation, quaternion, FOV, target, and copyable viewport state

The rendering layer became its own rabbit hole. The app has textured Earth with day map, night lights, atmosphere rim, Earthshine, live clouds, and cloud shadows. The Moon uses NASA texture data, LOLA terrain detail, Earthshine response, eclipse handling, and distance-aware LOD. Orion is assembled from NASA OBJ/MTL assets. The scene also includes a real star field from the Yale Bright Star Catalog, a Milky Way background, Sun glow, lens flare, eclipse corona, and occultation logic.

There is also a gallery reconstruction system. Artemis II images are connected to the simulation, so selected photos can move the 3D scene to the approximate mission moment and apply a matching camera preset. Each gallery item keeps NASA source metadata, credit lines, image IDs, dates, and source links where available.

From a Codex perspective, the most interesting part was not “can it generate code?” The interesting part was whether it could sustain difficult work across a large, messy, visually sensitive 3D application where correctness depends on geometry, rendering, performance, UI feel, source handling, and many small interactions that all need to work together.

My experience: Codex / GPT-5.5 was strongest when I treated it like a serious technical partner rather than autocomplete. It was very good at turning a complex spatial problem into working implementation steps, especially when I gave it clear constraints, concrete expected behavior, screenshots, logs, and precise feedback about what felt physically or visually wrong.

It was also very useful for debugging “almost correct” behavior: camera motion that looked plausible but was wrong, coordinate transforms that were subtly off, scene scale problems, state synchronization issues, model orientation problems, and performance regressions hidden behind impressive visuals.

The hardest parts were not generating code. The hardest parts were:

- keeping the spatial and visual logic coherent

- preventing “almost correct” 3D math from becoming invisible technical debt

- keeping performance reasonable in the browser

- making the UI feel like an exploratory mission interface rather than a demo

- getting agents to respect existing architecture instead of inventing new patterns

- turning vague visual judgment into actionable engineering instructions

- deciding when to use Codex for deep technical work and when to use Claude Code for UI/product assembly

- continuously reducing scope while the project kept wanting to grow

The biggest lesson for me: Codex makes ambitious solo projects possible, but it does not remove the need for architecture, taste, QA, and obsession. In fact, it makes those things more important, because the speed of implementation increases the cost of unclear thinking.

The workflow that worked best was: use Codex / GPT-5.5 for the heavy algorithmic and 3D engineering problems, then use Claude Code to help shape the UI, connect the layers, and make the project feel like a complete app rather than a pile of impressive systems.

I’m sharing this here because I’d love feedback from people building seriously with Codex and agentic coding tools.

https://preview.redd.it/x031rmri4l0h1.png?width=3680&format=png&auto=webp&s=e2258fb5986467fc166dde00058ca018b74eddb7

https://preview.redd.it/4ka6ybqi4l0h1.png?width=3680&format=png&auto=webp&s=f70d4943f94e4054969799576d8154474e1cc13a

reddit.com
u/Adam_Jesion — 11 days ago

I built an interactive Artemis II Mission Explorer to make Orion’s lunar flyby easier to understand spatially

https://preview.redd.it/h3cn36eyud0h1.png?width=3280&format=png&auto=webp&s=34ee66d02dd1de980c25a392202a9890d573b511

I built an interactive Artemis II Mission Explorer:

https://artemis.astrography.com/

Artemis II is not just a date on a timeline. It is a changing geometry between Earth, the Moon, the Sun, Orion, and four people inside a spacecraft. I wanted to make that geometry easier to see and understand, so I built a browser-based 3D mission interface around the flight.

You can scrub through the mission timeline with MET/UTC readouts, jump between checkpoints, change playback speed from 1x to 10,000x, and explore the Earth-Moon-Orion scene with a free-return trajectory. The app includes telemetry-style readouts for range, velocity, altitude, mission progress, and DSN-style comms/light-delay context.

There are multiple camera modes: overview, Orion follow, Earth, Moon, capsule-in, and capsule-out. I also added fullscreen exploration, smooth camera transitions, orbit rings, labels, Earthshine, cloud shadows, Milky Way, and a developer HUD for checking the scene.

The gallery is connected to the simulation too. Selected Artemis II images can move the 3D scene to the approximate photo moment and apply a matching camera preset, with source metadata, credits, image IDs, dates, and links where available.

Technically, it is a static Vite + Three.js app with no backend. It uses NASA trajectory data where available, fallback curves for gaps, NASA GIBS/Earthdata live cloud imagery with caching, custom shader patches, a real star field from the Yale Bright Star Catalog, Moon terrain detail, Earth night lights, eclipse/corona logic, and NASA Orion 3D assets.

This is an independent educational visualization project, not an official NASA/CSA/ESA product. I built it as a space-nerd project connected with Astrography, but I’m sharing it here because I’d love serious feedback from people who care about spaceflight accuracy.

What would make this more useful or accurate? More source links? Better phase explanations? More labels? Technical trajectory notes? A guided-tour mode? And if you notice anything wrong in the mission geometry, timeline, rendering, terminology, or source handling, please call it out.

reddit.com
u/Adam_Jesion — 12 days ago
▲ 271 r/nasa

I built an interactive Artemis II Mission Explorer to make Orion’s lunar flyby easier to understand spatially

I built an interactive Artemis II Mission Explorer:

https://artemis.astrography.com/

Artemis II is not just a date on a timeline. It is a constantly changing geometry between Earth, the Moon, the Sun, Orion, and four people inside a spacecraft. I wanted to make that geometry easier to see, explore, and feel, so I built a browser-based 3D mission interface around the flight.

The app lets you scrub through the mission timeline with MET/UTC readouts, jump between mission checkpoints, switch playback speeds from 1x to 10,000x, and explore an Earth-Moon-Orion scene with a free-return trajectory. It also includes telemetry-style readouts for range, velocity, altitude, mission progress, and DSN-style comms/light-delay context.

There are several camera modes: overview, Orion follow, Earth, Moon, capsule-in, and capsule-out. The capsule view has look controls, roll reset, and animated aiming toward Earth, Moon, or Orion. There is also a fullscreen exploration mode, smooth camera transitions, labels, orbit rings, Earthshine, cloud shadows, Milky Way, and a developer HUD for checking camera/scene state.

One part I especially cared about is the gallery reconstruction layer. The Artemis II image gallery is connected to the simulation, so selected images can move the 3D scene to the approximate mission moment and apply a matching camera preset. Each gallery item keeps source metadata, credit lines, image IDs, dates, and source links where available.

Under the hood, it is a static Vite + Three.js app with no backend, database, auth, or environment variables. It uses NASA trajectory data where available, fallback curves for gaps, NASA GIBS/Earthdata live cloud imagery with caching and static fallback, custom shader patches, texture LOD, GPU-conscious rendering paths, a real star field from the Yale Bright Star Catalog, Milky Way background, Sun glow, lens flare, eclipse/corona logic, Earth night lights, Moon terrain detail, and an Orion 3D model assembled from NASA assets.

This is an independent educational/visualization project, not an official NASA, CSA, or ESA product. I built it as a space-nerd project connected with Astrography, but the goal here is not to advertise anything. I wanted to create a more human way to explore the Artemis II story: somewhere between raw mission data, public NASA imagery, and a cinematic mission interface.

I’m also interested in how AI agents can help us build richer ways of understanding complex subjects. This was built through fast iteration with AI as a creative and engineering partner: research, code, interface design, visual tuning, source cleanup, and lots of small adjustments until the mission started to feel alive.

I’d genuinely love feedback from this community. What would make this more useful or accurate? More source links? Better explanations of each mission phase? More labels? More technical notes on the trajectory? A simplified guided-tour mode? And if you notice anything technically wrong in the mission geometry, timeline, rendering, terminology, or source handling, please call it out.

https://preview.redd.it/c7p8m81ctd0h1.png?width=3280&format=png&auto=webp&s=af02768580c150898d2432210dc810d9bcd1242d

reddit.com
u/Adam_Jesion — 12 days ago