r/Simulated • u/Mannerheim_Line • 5d ago
Interactive Hair simulation
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r/Simulated • u/Mannerheim_Line • 5d ago
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r/Simulated • u/matigekunst • 5d ago
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Real-time softbody simulation in TouchDesigner (can't set this as flair). Part of the POPtober challenge
r/Simulated • u/After-Pirate-1078 • 5d ago
Quelqu'un est-il intéressé pour démontrer cette théorie par une simulation réaliste d'un amas de gaz et de poussières en cours d'effondrement dans le vide spatial ?
<< Théorie des spitfires
Les planètes d'un système stellaire proviennent de l'effondrement gravitationnel de la nébuleuse originelle devenue un tourbillonnement de haute température sur l'écliptique qui se met alors à "cracher" des masses en rotation compactées par l'effet centrifuge, les unes après les autres, avec une énergie et une densité liées à l'état de la nébuleuse, pour devenir des planètes qui parfois se mettent à leurs tours à "cracher" des satellites, avant que tout ce petit monde refroidisse autour d'une étoile qui entre-temps s'est amorcée pour rayonner son énergie de fusion nucléaire après l'ultime effondrement de la nébuleuse originelle. >>
r/Simulated • u/Alphamacaroon • 6d ago
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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 • 6d ago
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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 • 6d ago
Jupiter (above cloud deck), Titan (above main haze deck) and Mars
r/Simulated • u/jasonkeyVFX • 7d ago
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r/Simulated • u/RotemT • 7d ago
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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:
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 • 8d ago
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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/jasonkeyVFX • 9d ago
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r/Simulated • u/Dear_Jump_1924 • 9d ago
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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 • 9d ago
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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 • 8d ago
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Made with Blender, ThreeJS, Mujoco
r/Simulated • u/wrenulater • 10d ago
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_ • 8d ago
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/AlbertoCarloMacchi • 10d ago
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r/Simulated • u/FluxRender • 10d ago
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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 • 10d ago
r/Simulated • u/world-sim • 10d ago
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 • 11d ago
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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 • 11d ago
Hey everyone,
I built an interactive web based universe simulator with over 150 million catalogged stars, already over 2000 unique visitors!
r/Simulated • u/Arasayari • 10d ago
r/Simulated • u/levmiseri • 11d ago
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Link: https://nohope.io
There is something very satisfying about controlling a swarm/flock like this. Curious what people think!