code: function() {
      var numStars = 2000;
      var geometry = new THREE.BufferGeometry();
      var positions = new Float32Array( numStars * 3 );
      var radius = this.STAGE_SIZE - 1;
      var v = new THREE.Vector3();
      for (var i = 0; i < positions.length; i += 3) {
        v.set(this.random(i + 23) - 0.5, this.random(i + 24), this.random(i + 25) - 0.5);
        v.normalize();
        v.multiplyScalar(radius);
        positions[i  ] = v.x;
        positions[i+1] = v.y;
        positions[i+2] = v.z;
      }
      geometry.addAttribute('position', new THREE.BufferAttribute(positions, 3));
      geometry.setDrawRange(0, 0); // don't draw any yet
      var material = new THREE.PointsMaterial({size: 0.01, color: 0xCCCCCC, fog: false});
      this.stars.setObject3D('mesh', new THREE.Points(geometry, material));
    }
docs: initializes the BufferGeometry for the stars