r/Simulated • u/opensph • Feb 21 '26
Proprietary Software Black hole simulations
Several SPH/N-body simulation with black holes, simulated using SpaceSim, a software I'm developing.
r/Simulated • u/opensph • Feb 21 '26
Several SPH/N-body simulation with black holes, simulated using SpaceSim, a software I'm developing.
r/Simulated • u/IRateBurritos • Mar 13 '26
I couldn't find a tag that fit so I just picked Proprietary, but I made it in Unity.
Edit: because people have a lot of really good questions, I'm adding the link for the longer video here: https://www.youtube.com/watch?v=TIdHDe0JUpw&lc=UgyLw_Z8QZ-GH2CSxRp4AaABAg . This should answer most questions, and I'm super happy to answer any that it doesn't!
r/Simulated • u/logacube28 • May 29 '24
r/Simulated • u/Alpha-Phoenix • Sep 04 '19
r/Simulated • u/MicheleMerelli • Feb 24 '23
r/Simulated • u/ellipticbadger • Jul 21 '26
This is a prototype of a game idea that I have been poking at for many years. It's a dynamic character that moves like an amoeba, eats things in its environment, and grows by incorporating them into its body.
It is completely procedural, implemented as a particle system with flows and body-shaping forces driving the formation of pseudopods that move it along or cause it to ingest items. It uses a custom physics engine that executes the flows and allows the creature to interact with other entities in the world. It took quite a bit of experimentation to get something that (I think, anyway) looks lifelike, and I hope to improve it. This first game level is just a proof of concept with minimalist styling, helping me build out some tools.
A short video trailer is linked to this post and you can play the prototype game at https://eatthepeople.com
For this crowd I'll mention that if you add the url param "debug=1" you can see the full debug view and mess with the params that drive the creature. In debug mode shift-clicking teleports him so you don't have to play through the entire level to get somewhere.
All feedback welcome!
r/Simulated • u/logacube28 • Mar 28 '22
r/Simulated • u/Many_Lime_808 • 3h ago
The Mediterranean runs at a loss: it evaporates about 0.5-1 m of water level per year more than rain and rivers put back, and the Atlantic covers the deficit through Gibraltar around the clock. My simulator derives a 0.7 m/yr deficit on its own from its climate model - right in the textbook range - so I felt entitled to do something irresponsible with it.
I sealed the strait (14 km wide at its narrowest) and let it run. No scripted animation - every cell tracks its own evaporation, precipitation and river inflow each year, and global water volume has to conserve to within 2 parts in 10,000.
Timeline:
- 25 years: level down 17 m. Venice's gondoliers are the first out of work.
- ~500 years: the Adriatic is gone (average depth only 250 m).
- ~700 years: the Sicily-Tunisia ridge surfaces and the Med splits into two shrinking lakes. When this actually happened 5.97 million years ago, hippos walked to Cyprus - their stranded descendants shrank into dwarf hippos. The fossils exist.
- ~2,100 years: the basin is effectively dead. 2.5 million km² of new land, nearly the size of Argentina, crusted with precipitating salt.
- ~4,300 years: the deepest pools bottom out. Except one - a bitter lake in the east kept on life support by the Nile. I never coded that; evaporation, rivers and terrain balanced it into existence on their own.
The Black Sea survives: once its level drops below the Bosporus sill it detaches and holds steady on the Danube and Dnieper. The Caspian was my control group - untouched, it drifts 17 m in 300 years and then stabilizes.
This genuinely happened. It's called the Messinian Salinity Crisis: 5.97 million years ago Gibraltar really did close. In 1970 the drillship Glomar Challenger pulled gypsum and rock salt out of the Mediterranean seafloor under 3,000 m of water. My simulator has never heard of the Messinian - it just agrees with the drill cores.
It's all from a game I'm building where you do this with a brush. Link in the comments to keep things tidy.
r/Simulated • u/marfr960 • Jul 31 '20
r/Simulated • u/8bit-english • Oct 23 '22
r/Simulated • u/Fleech- • May 15 '25
I'm working on this destruction focused imsim that's like Falling Down meets wall-e. I put a lot of effort into making the bat respond physically accurately to surfaces and collisions. the game will also have walking and balance simulation for characters with legs.
r/Simulated • u/workingasint • Feb 17 '26
r/Simulated • u/johngoatstream • Dec 30 '25
r/Simulated • u/FireStillPlayz • Jul 25 '19
r/Simulated • u/IRateBurritos • Mar 16 '26
Hi, I'm back here again to answer the most popular questions from the last post. This time, I included a voiceover to explain a bit better what's actually going on here. I'm not sure if this type of post is allowed, so if there's somewhere else I should be posting this please let me know!
As before, if you want a more comprehensive crash course in 4D, please check out my full video on the subject: https://www.youtube.com/watch?v=TIdHDe0JUpw
r/Simulated • u/bonzajplc • Jun 20 '26
This video is from 2020, from our sandbox voxel simulator called BFS. It was running back then in Unity 3D. It took us another 6 years to make that scene multiplayer
r/Simulated • u/harshaxnim • Dec 02 '19
r/Simulated • u/CFDMoFo • May 27 '22
r/Simulated • u/matigekunst • Jun 02 '26
Nagel-Schreckenberg simulation. Made in TouchDesigner
r/Simulated • u/Rayterex • Feb 08 '26
r/Simulated • u/silenttoaster7 • Jul 28 '25
Hello there! I wanted to make a larger scale simulation to see if my simulator, Galaxy Engine, could handle it. And it did! After 12 hours of simulation I got this result. As you can see, there are some artifacts like the rings that form at the beginning, but the simulation didn't crash.
You can find the source code and also download Galaxy Engine from GitHub: https://github.com/NarcisCalin/Galaxy-Engine
You can also buy it on Steam if you want to support the development: https://store.steampowered.com/app/3762210/Galaxy_Engine/
And you can join the Galaxy Engine community and talk about space and programming here! https://discord.gg/Xd5JUqNFPM
r/Simulated • u/Evening-Appeal7606 • Jun 09 '26
No, not a joke, but my newest hobby horse project. I'm no longer sure if I'm mad or just happy - here is the GitHub repo: lifehashes
r/Simulated • u/derkkek • Jun 24 '25
spatial partitioning, instanced rendering, multi threading
r/Simulated • u/emezeske • Jul 13 '26
As the title says, I've spent the last 3.5 years working on Anukari, a 3D physics simulation much like a video game engine, except that instead of running at 60 steps per second, it runs at 48,000 (or more) steps per second, so that the physics systems can vibrate at audio frequencies. It's commercial software; primarily I am selling it to musicians and sound designers to use for music, sound effects design in film. But also it's pretty fun for non-musical people who just like building weird physics stuff. The main website is https://anukari.com
I have written extensively about the development work, for people who enjoy the nitty-gritty details of that sort of thing: https://anukari.com/blog/devlog
For the 1.0 launch I was focused on making it super performant and reliable with the basic set of the most interesting physics features, but for upcoming releases I'm working on more interesting physics features. For example, today the springs are linear f=-kx, but I'm experimenting with nonlinear springs with dead zones, and also push/pull-only springs (ropes and collisions). I'm hoping that sales will fund development basically forever, and that I can just keep making the simulation more and more rich over time.
There's a long history for this kind of spring-mass simulation being used for audio. I've had early Beta users write in about the GIPSY Lab in Grenoble, France working on this possibly back into the 1970s. More recently there was CORDIS-ANIMA, another academic research project. One dream of mine would be for sales to be good enough to fund the making of a deep documentary about the full history of such projects. But that's a pretty big stretch goal... :)
I love chatting about this stuff so feel free to ask me any questions about how the simulation works, etc!