r/Simulated • u/inboble • 18d ago
r/Simulated • u/Zolden • 19d ago
Interactive Implemented destructible soft bodies for my game
r/Simulated • u/matigekunst • 18d ago
Proprietary Software Simulation is over
Real-time softbody simulation in TouchDesigner (can't set this as flair). Part of the POPtober challenge
r/Simulated • u/Alphamacaroon • 18d ago
Proprietary Software Simulating views of the planet (in the browser)
We're building a rendering engine in Rust which cross compiles to WebGPU and native libraries (like Vulkan and Metal) to simulate photorealism in space and in the atmosphere. We still have a ways to go, but getting it to work well on such a range of devices is a challenge. Enjoy!
r/Simulated • u/hypergraph-guru • 18d ago
Interactive 3D Hypergraph octree of a traffic jam
Working on 3D a hypergraph, in this simulation, we're looking at the dynamic octrees. Each object has its own octree at different scales.
The objects themselves are cars/trucks in a traffic jam.... All in real-time https://hypergraph.digital/jam
r/Simulated • u/CloudyBeans_go • 19d ago
Research Simulation Python simulation of various celestial skies I created, based on realistic scattering.
Jupiter (above cloud deck), Titan (above main haze deck) and Mars
r/Simulated • u/RotemT • 20d ago
Interactive play with antennas and visualize the electromagnetic field
I’ve been building this EM simulator as a side project aimed to help students' understand and visualize electromagnetic phenomena such as radiation, polarization and wave interference.
You can:
- place various radiation sources and set their parameters (amplitude, phase and more)
- place perefect wire conductors
- observe the electric field, magnetic field or energy flow field
- zoom in and out and translate the canvas
- change the simulation resolution, frequency and propogation speed
I hope somone might find useful and I’d love to hear what people think :)
(Not intended for mobiles but can still sort of work if you have accurate fingers)
Live:
r/Simulated • u/destroythenseek • 21d ago
Research Simulation I simulated spontaneous symmetry breaking on a 256³ lattice (Universe!)
256³ classical \(\phi^4\) scalar field with periodic boundaries, evolved on the GPU.
The field starts near the unstable symmetric state and separates into the two vacuum states. The surfaces are the domain walls between them — none of the sheets, tunnels, or large structures are explicitly programmed.
I’m building this as part of a larger project for testing whether measurements and effective descriptions learned in simpler simulated universes transfer to more complicated ones.
This is classical field theory, not a simulation of the actual universe or quantum field theory.
Current fun question: both phases visually appear to form interpenetrating networks, but I’m measuring their actual periodic winding topology rather than trusting the rendering.
Been going at this for like 24 hours after a fun little trip of staring at a wall for a few hours convinced me of a few ideas :P
r/Simulated • u/Dear_Jump_1924 • 21d ago
Proprietary Software I'm a physicist. For my thesis I simulated what a real wormhole looks like, so I turned it into a game where every pixel follows the light through it.
Hi! I'm a physicist and mathematician from Spain. My bachelor's thesis was about rendering images of a wormhole faithful to the math (an Ellis / Morris–Thorne wormhole), and the results looked so cool that I wanted to walk around inside them in real time.
So I made Into the Wormhole: a puzzle game where you place, rotate and walk through wormholes. Nothing is faked with portal cameras. For every pixel the game traces the path of light through curved spacetime, so what you see through each mouth is what you'd really see.
The demo has 15 levels and it's free on itch.io (Windows + browser): https://halbarito.itch.io/into-the-wormhole
Heads up: the engine is very heavy. The Windows version is strongly recommended. The browser version can take ~10 minutes to load the first time (there's a Firefox tip on the page that makes it load in seconds).
I'd love to hear what you think, and how it runs on your PC!
Disclosure: AI tools were used for parts of the development.
r/Simulated • u/Chemical-Zebra-5469 • 21d ago
Houdini Net Break Sim
Breakdown video of my recent project with Derede Studios for Under Armour & Dick's Sporting Goods.
For this project they came to me with the challenge of breaking a net in slow-motion:
- Curve-based spline modeling for clean knot geometry
- Glue constraints to eliminate knot jitter and untangling
- Procedural cuts for art-directed tearing
- TOPs wedge runs to dial ins stretch stress limits.
r/Simulated • u/3ldensavage • 21d ago
Interactive I’ve made a tool that can turn static 3D into interactive / playable simulation
Made with Blender, ThreeJS, Mujoco
r/Simulated • u/wrenulater • 22d ago
Various Corridor Crew needs Meteor Impact simulation help!!
Hey everyone, Wren here from Corridor! I'm making a video about the True Scale of Meteors and doing actual meteor impact VFX are a little outside my skillset. Hoping to simulate the Barringer/Meteor crater and possibly Chicxulub as well.
I'm interested in both cinematic AND scientific simulations (like this one or this one ) or perhaps even interactive? I'm just throwing a wide net right now. Bonus points if something can integrate into my Cinema4D/Octane render workflow haha.
If you have existing shots/sims you're willing to let me use (with credit, of course!), that'd be awesome! Or perhaps there's something more extensive we can (paid!) work on together for this.
Either way, let me know here and we can take the conversation to email!
r/Simulated • u/night_who_ • 21d ago
Request Do you analyze physics simulations?
We are developing a lab environment. Could you please take a look at the physics lab simulations?
[raista.com/lab](http://raista.com/lab)
r/Simulated • u/FluxRender • 23d ago
Interactive I built a real-time fluid dynamics (LBM) and vector field visualization engine in Python.
Hi everyone, I wanted to share an open-source physics and math engine I’ve been working on, called FluxRender.
My goal was to bridge complex mathematical definitions with real-time, interactive visual analysis. Under the hood, it uses Taichi for GPU execution and includes a built-in Lattice Boltzmann (D2Q9) fluid solver.
I designed the architecture to be completely modular—every component is independent and customizable. Despite this flexibility, the default settings ensure ease of use. You only need about 10 lines of Python to visualize a custom vector field, or ~20 lines to set up a full CFD simulation.
It’s also fully interactive right out of the box: you can freely navigate the 2D space with the camera, attach custom UI buttons to tweak physics on the fly, or use cursor regions to dynamically spawn particles with your mouse.
You can install it via PyPI:
pip install FluxRender
The code, docs, and more examples are on my GitHub. I'd love to hear your feedback on the architecture or the rendering approach!
r/Simulated • u/ChromaTactic • 23d ago
Interactive Working on Geoscape, a retro simulation of the entire world
r/Simulated • u/world-sim • 22d ago
Interactive Something's changing in the world I've been building
I've been running a living world for a while now: ten thousand souls, hundreds of settlements, weather, harvests, families, feuds. You can watch it live here: world.world-sim.uk
For the past few weeks I've been rebuilding how you see it. Same world, very different eyes. The image is a sneak peek.
It lands in the next few weeks.
r/Simulated • u/CdvrSzf • 24d ago
Houdini Guided Bubbles & Wet Foam Solver - Wētā FX paper implementation
The solver is based on the Wētā FX paper (Guided Two-Way Coupled Bubbles + explicit SPH + manifold advection). The underwater bubble system features a locally resimulated fluid with two-way coupling to the bubbles. The foam is handled via an SPH simulation projected onto a 2D manifold of the water surface. The solver implements standard SPH forces such as viscosity (mu), cohesion (C for strength, beta_c for radius), and surface friction against the water. The original authors apply a particle volume multiplier to the cohesion force. While this is valid and supported as an option in my solver, I prefer using the neighbor's volume multiplier instead of the active particle's volume. To my eye, this yields visually superior foam clustering.
The foam is constrained to the surface via manifold advection: forces are decomposed into tangential and normal components, the normal component is discarded, and particles are projected back onto the water surface using Newton iterations.
r/Simulated • u/Weary_Junket9549 • 24d ago
Interactive Created a full universe simulator
universesimulator.orgHey everyone,
I built an interactive web based universe simulator with over 150 million catalogged stars, already over 2000 unique visitors!
r/Simulated • u/Arasayari • 23d ago
