Star-cruise: unified scene + continuous camera (real descent, no lurch)

The nav FELT broken (lurch every ~8 bars, hard CUT to the planet) because the galaxy and surface were SEPARATE scenes and the camera targeted the DISCRETE dominant planet.

• ONE unified Object3D scene: the dominant genre's surface/band is built (on APPROACH, keyed by the live weights) at the planet and GROWS IN during the descent, persisting through touchdown

• CONTINUOUS camera: critically-damped springs (smoothDamp, dt-only) on land/space progress + aim at the CONTINUOUS weight-blend centroid (not the discrete dominant), so a bar-boundary weight flip only nudges…

PROCEDURAL PLANET GROUND — vendored simplex-noise (jwagner v4, MIT, ~19KB, lazy-imported, no CDN) + app/starcruise/planet.js — a deterministic fBm- displaced icosphere with a CPU-samplable heightAt()

Verified: (measured + FRAME SEQUENCE inspected): barcadence boundary-lurch worst 33x->1.0x; scene-jump 60.9x->2.31x; descent camDist 272->4.6 continuous (max step < teleport)

▶ Play it: Mercury Interrogation — where the harmony organ has the least anywhere to hide https://stellate.app/?genre=bebop&seed=6085&path=694.13834,713.13867,675.13867&xdur=13.122

9fa1a5c https://github.com/aboard-io/stellate/commit/9fa1a5cd3d07c3fc5d916fc68bd8ef59190aeb06