Henge is a real-time 3D simulation of Stonehenge for iPhone, iPad and Mac,
built on a hand-rolled Metal 4 renderer (with a Metal 3 path for the simulator
and older GPUs) — no game engine, no
third-party code. Choose any date, from the monument's own era to tonight, and stand
inside a sky that is computed rather than painted.
I
The sky is computed, never faked
Sun, moon, planets and 8,870 Hipparcos stars from the published
ephemerides — Meeus, VSOP87, Laskar's obliquity — with
ΔT and atmospheric refraction carried honestly back to 3000 BC.
No hardcoded azimuths. The solstice bearing is derived, and the fact
that it misses the built axis by a fraction of a degree is a finding, not a bug.
II
The shadows are the calendar
The renderer's shadows are measured against an analytic solution that lives
outside the renderer, and the suite fails if they disagree by more than
0.28 m on the ground — a tolerance set by the
shadow map's texel, not by taste. Visual plausibility is never accepted as
agreement.
III
The stones stand where the survey puts them
Every surviving stone stands on the 1989–90 Rees plan of the monument
(Historic England Archive, via Tim Daw's open digitisation), and every fallen
block lies where it lies. Heights come from Cleal, Walker & Montague's
Stonehenge in its Landscape where that appendix has been carried through;
the rest, and every stone's cross-section, are labelled reconstructions until the
per-stone data lands. Each stone says which it is, and every statement the app
makes about the monument carries a tier and a citation, enforced by the type
system.
IV
True scale, on real ground
One unit is one metre, everywhere — the stones, the grass,
the sun's angular diameter, and Salisbury Plain itself from Environment Agency LiDAR.
The sun rises over the actual skyline ridge, which delays it, which moves its
bearing. That is the kind of detail the whole app is made of.