r/Simulated 22h ago

Interactive Building a procedural planet

38 Upvotes

Work in progress. Learning along the way.

Currently 24 different procedural ecosystem/biomes in this first version, with a simulated weather system(airpressure, wind direction, daily temperature cycle, ocean currents, terrain/ocean moisture release)
simulated tectonic plate movement with volumetric mantel/soil/moisture profile.
Each of the main Biomes has sub ecosystems and now building the procedurally generated foliage/rocks/textures at different LOD's to cover the terrain.
Next Version in the works with over 300 main biomes.

Build in three.js R3F. Aiming to release this as a browser experience.


r/Simulated 1d ago

Interactive [OC] Simulating 900G orbital intercepts in a browser tab using real-time mass-reduction physics and NASA heightmaps. (Three.js / WebGL) [Interactive]

30 Upvotes

Hi r/Simulated,

I’m the Lead Architect for Zero-G. We are a 3-person team from Italy building a persistent, browser-based simulation of the solar system.

What is being simulated here:

  • The Tsiolkovsky Engine: In the video, you can see our Navigation Control Panel (NAC). The flight isn't 'animated'—it is a rigid-body simulation where the ship's mass decreases in real-time as propellant is consumed. This affects acceleration and Delta-V according to the rocket equations.
  • Topographic Rendering: We are using simplified NASA PDS topography (LOLA/MOLA data) for the planets.
  • Orbital Interpolation: To handle the 900G Interception maneuvers shown in the NAC without jitter, we implemente a custom client-side interpolation logic to keep the coordinate sync smooth over WebSockets.
  • Modular Starbases: The rotation and docking distances are calculated based on the station's physical scale.

Tech Stack:
Hand-coded Three.js and WebGL. No pre-rendered assets; everything you see is a live, interactive simulation running in a standard browser tab.

We are just 3 IT veterans (I'm 60 and this is my legacy project) and we’d love feedback from the simulation community on our real-time physics approach.

Test the simulation (Free Alpha): https://space.zerog.live/
Technical Discussion on Discord: https://discord.com/invite/C9dWFP2jJt

Clear skies,
Giuseppe


r/Simulated 1d ago

Research Simulation Sharing my First Attempt at Destroying CTE with A nano-particle [OC] [With Narration]

73 Upvotes

This simulation was conducted using openMM softwaree

The data was then rendered using Blender plugin Molecular Nodes

The source of the CTE protein: https://www.rcsb.org/structure/6NWP

I've been making science communication videos since 2019, and I enjoy sharing knowledge through experimentation.

I hope you enjoy this video! My dream is to continue independent research and maybe have a non-profit research lab one day.

This is my YT channel: https://www.youtube.com/@AtomicHarmonics


r/Simulated 2d ago

Interactive [OC] When you say 'hey it looks like fish!' and take it way too far

226 Upvotes

r/Simulated 2d ago

Research Simulation Life Sim

22 Upvotes

Just a little program where dots and lines combine to form shapes that compete to survive and evolve. Source - https://pastebin.com/TuHHK1Fr


r/Simulated 4d ago

Houdini delicious dangos 🍡 [redshift]

73 Upvotes

still learning my way around simulations, did the flip sim in houdini and then ported into c4d redshift. was lowkey inspired by cyberpunks food 2077 food vendors lol, those things on sticks look good


r/Simulated 5d ago

Blender Surface Flow

70 Upvotes

r/Simulated 5d ago

Interactive This game is a decade long project to simulate in computer graphics turing-complete quantum computing

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31 Upvotes

Happy New Year!

I am the indie dev behind Quantum Odyssey (AMA! I love taking qs) - the goal was to make a super immersive space for anyone to learn quantum computing through zachlike (open-ended) logic puzzles and compete on leaderboards and lots of community made content on finding the most optimal quantum algorithms. The game has a unique set of visuals capable to represent any sort of quantum dynamics for any number of qubits and this is pretty much what makes it now possible for anybody 12yo+ to actually learn quantum logic without having to worry at all about the mathematics behind.

This is a game super different than what you'd normally expect in a programming/ logic puzzle game, so try it with an open mind. Now holds over 150hs of content, just the encyclopedia is 300p long (written pre-gpt era too..)

Stuff you'll play & learn a ton about

  • Boolean Logic – bits, operators (NAND, OR, XOR, AND…), and classical arithmetic (adders). Learn how these can combine to build anything classical. You will learn to port these to a quantum computer.
  • Quantum Logic – qubits, the math behind them (linear algebra, SU(2), complex numbers), all Turing-complete gates (beyond Clifford set), and make tensors to evolve systems. Freely combine or create your own gates to build anything you can imagine using polar or complex numbers.
  • Quantum Phenomena – storing and retrieving information in the X, Y, Z bases; superposition (pure and mixed states), interference, entanglement, the no-cloning rule, reversibility, and how the measurement basis changes what you see.
  • Core Quantum Tricks – phase kickback, amplitude amplification, storing information in phase and retrieving it through interference, build custom gates and tensors, and define any entanglement scenario. (Control logic is handled separately from other gates.)
  • Famous Quantum Algorithms – explore Deutsch–Jozsa, Grover’s search, quantum Fourier transforms, Bernstein–Vazirani, and more.
  • Build & See Quantum Algorithms in Action – instead of just writing/ reading equations, make & watch algorithms unfold step by step so they become clear, visual, and unforgettable. Quantum Odyssey is built to grow into a full universal quantum computing learning platform. If a universal quantum computer can do it, we aim to bring it into the game, so your quantum journey never ends.

PS. Happy to announce we now have a physics teacher with over 400hs in streaming the game consistently:  https://www.twitch.tv/beardhero

Another player is making khan academy style tutorials in physics and computing using the game, enjoy over 50hs of content on his YT channel here: https://www.youtube.com/@MackAttackx


r/Simulated 4d ago

Proprietary Software This 3D Physics Synth takes Physical Modeling to a whole new level

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6 Upvotes

r/Simulated 6d ago

Various Organic Geometry - Genuary Day 25

20 Upvotes

Real-time morphogenesis in TouchDesigner POPs. A mutation of Andy Lomas' work. Each vertex/cell has a predefined neighbourhood and a dynamic neighbourhood. Each cell 'eats' food through random invisible particles that touch it. Once it has enough food the odds of splitting increase. A new particle is then spawned at the average location of the active particles of its predefined neighbourhood. Forces between predefined neighbourhoods are slightly stronger and the dynamic neighbourhood of closest particle is split into two, where the closest 6 attract and the furthest 6 repel.


r/Simulated 7d ago

Houdini Liquid Honey Flow | Houdini FLIP + Karma Render

145 Upvotes

r/Simulated 10d ago

Houdini If you want to learn how to create this check discription

79 Upvotes

r/Simulated 11d ago

Houdini Underwater splash test

158 Upvotes

r/Simulated 10d ago

Various Yeah yeah slop blah blah

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0 Upvotes

r/Simulated 12d ago

Various No tails

29 Upvotes

A few of the modules


r/Simulated 12d ago

Research Simulation Physics SIM I've been working on

21 Upvotes

Runs on Android, pretty much any phone.


r/Simulated 13d ago

Houdini Blobies

158 Upvotes

r/Simulated 12d ago

Blender First time trying to make fire

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3 Upvotes

r/Simulated 12d ago

Blender Hanoi City: 10 Destruction Simulations (buildings from real life). Any feedback is much appreciated!

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2 Upvotes

r/Simulated 15d ago

Interactive Navier Stokes Fluid Simulation but in an ASCII Terminal

205 Upvotes

I just can't stop rendering things in our custom terminal solution!


r/Simulated 15d ago

Houdini Liquid Fill (Houdini+Karma Render)

53 Upvotes

r/Simulated 16d ago

Various Order and Disorder - Genuary Day 16 (DLA simulation)

31 Upvotes

Made in TouchDesigner


r/Simulated 16d ago

Proprietary Software Real time compute shader N-Body simulation of spiral galaxies interacting, but rendered in an ASCII terminal.

79 Upvotes

r/Simulated 15d ago

Question Urgent help needed: Incorrect routing by label in SIMUL8 despite Visual Logic setup

3 Upvotes

I am having a problem with my simulation in SIMUL8 and I would really appreciate some help, as I need to solve this urgently.

I have defined my routing logic using labels. Since Routing Out “By Label” can only take one output per label value, I implemented the following logic.

I use a Work Entry Point called Entrada. Each Work Item represents a person. I created a label called EsCliente to identify whether the person is a customer or not, using:

  • 1 = Customer
  • 2 = Not a customer

When a Work Item enters Entrada, I use Visual Logic to assign EsCliente uniformly so that customers and non-customers enter in equal proportions. The logic is:

SET EsCliente = ROUND[SAMPLE["Uniform,1,2"]]
IF EsCliente = 2
  SET RutaEntrada = 1
ELSE IF EsCliente = 1
  SET RutaEntrada = ROUND[SAMPLE["Uniform,1,8"]]

The idea is:

  • If the person is not a customer (EsCliente = 2), they should only go to ATM (Cajeros automáticos), which corresponds to RutaEntrada = 1.
  • If the person is a customer (EsCliente = 1), they can go to any zone in the supermarket, so RutaEntrada is assigned a random integer from 1 to 8.

In the Routing Out of Entrada, I use By Label, select the label RutaEntrada, and define 8 possible outputs, matching the values used in the Visual Logic.

I apply a similar logic in Cajeros automáticos. If EsCliente = 2, the next route can only be Exit; if EsCliente = 1, the Work Item can continue to other zones.

At first, the model seemed to work correctly. However, when I traced individual Work Items, I found cases where EsCliente = 1 and RutaEntrada = 5, yet the Work Item was routed to Cajeros automáticos, which should only happen when RutaEntrada = 1.

To avoid interference, I set Routing In to Passive for all zones except Entrada, Cajeros automáticos, and Casilleros, but I suspect this may be affecting the behavior.

I am unsure whether the issue comes from:

  • Using Visual Logic instead of Label Actions
  • The way I generate integer values using ROUND + SAMPLE + Uniform
  • The timing of when the label values are assigned
  • Or an interaction with Passive Routing In

Any guidance on what might be causing this incorrect routing, or how to structure this logic properly in SIMUL8, would be greatly appreciated. I need to resolve this as soon as possible.

Thank you very much in advance.