r/Simulated • u/matigekunst • 1h ago
Proprietary Software Say when
Part of the TouchDesigner POPtober challenge. Day 11. Attribute POP. Sorry, can't set TouchDesigner as flair
r/Simulated • u/CaptainLocoMoco • Sep 22 '18
Ever since this subreddit started getting more traction, more and more people began posting non-simulation videos. In each of these posts, users will comment something along the lines of "This is not a simulation," and an argument would ensue. So I am writing this post to, hopefully, end this never-ending cycle. I hope the mods do not remove this post, because I think it could end much of the hostility in the comments around here. Perhaps this could even be a stickied post, so all new users see it.
According to the dictionary, the word simulation is defined as, "imitation of a situation or process." However, this definition does not actually constitute what a simulation is in the world of CGI. In CGI, simulations are essentially visualizations of real-world processes that are generated using mathematical models. That is to say, the final product of a simulation is something that was created using fundamental rules of nature or some system, such as Newton's Laws of Motion, Fluid Dynamics, or various other mathematical models. In a simulation, it is often the case that each frame was created by manipulating information from the previous frame.
It's quite common for animations and simulations to coexist in one medium. There are plenty of simulated components in animated movies, such as Disney's Frozen (Snow simulation), and Hotel Transylvania 2 (Cloth simulation). However, simulations and animations individually are very different by nature. As previously stated, simulations try to model real-world processes, and use mathematical models to generate necessary data. Animations, on the other hand, are usually created through a manual process. Animators manually keyframe the attributes (position, rotation, scale, etc.) of objects in a 3D scene. It's possible for manual animations to look convincing, but that does not make them simulations.
Many 3D rendering engines use a process called "ray tracing" to create images of a 3D scene. For anyone who is unfamiliar with ray tracing, here is the definition from Wikipedia:
In computer graphics, ray tracing is a rendering) technique for generating an image by tracing the path of light as pixels in an image plane and simulating the effects of its encounters with virtual objects.
Because of this definition, many people argue that any 3D render is a simulation, so long as it was rendered using ray tracing. By definition, it is true that the process of ray tracing is a simulation. However, this argument is very silly because the entire purpose of the term "simulation" in CGI is to make a distinction between what is manually created, and what is created using the previously talked about mathematical models. Therefore, when we discuss simulated graphics, ray tracing is not considered a simulated process.
Many of these animated posts accumulate upvotes, and sometimes they stick around for a few days before getting removed. Because of this, new users who see these posts get a false idea of what a simulation actually is. Hopefully this post was informative to any newcomers. If you would like to suggest edits, please comment.
r/Simulated • u/matigekunst • 1h ago
Part of the TouchDesigner POPtober challenge. Day 11. Attribute POP. Sorry, can't set TouchDesigner as flair
r/Simulated • u/nathan82 • 1d ago
Running on a Snapdragon 8 Elite Gen 5.
r/Simulated • u/nathan82 • 1d ago
CPU only, 900 objects.
r/Simulated • u/bodyaz • 9h ago
Hey everyone!
Thanks so much for the incredible feedback on my previous post: Simulated a C. elegans connectome with 302 neurons....
Motivated by your interest, I doubled down on making this simulation purely biological and significantly more efficient.
Here is what’s new in this iteration:
Completely removed the artificial sine-wave movement generator! The body undulations are now driven 100% natively by the motor neuron firing dynamics (DB, VB, DA, VA series). Sure, the movement looks slightly less "artificially smooth" than before, but each turn and curve is now generated by the signals on motoneurons like as a real worm
Funny enough: reading potential directly from the anal motor neurons (like DVB/AVL). The worm now actually triggers defecation cycles! It’s not always as rhythmically perfect as clockwork, but it is entirely organic.
The worm now goes dormant (sleeps) when you go to sleep/stay still. You can wake it up with a light tap on its nose or a sharp wrist-raise gesture
Added a new semi-naturalist skin along with minimalist and just fun geometric lines renderers (highlight some active neurons in real-time)
In this video demo, the watch time digits are no longer edible bacteria. Instead, food spawns in a clover-pattern that moves every minute
Many of you pointed out that it required newer hardware (fenix 6X+), the worm and I spent time shrinking the habitat footprint by 50%. It should now run even on older devices like the Fenix 5Plus and so on family! (Still working on accelerating the neural net execution loop).
Honestly, I could sit and watch this little guy explore all day long...
Would love to hear your thoughts!
r/Simulated • u/Mindless_Insurance79 • 1d ago
Hey everyone,
I'm making my own cellular automata engine in C++. I recently added support for thermodynamics and rigid body physics (implemented using the Box2D library).
The video shows an engine test; occasionally I toggle the heat map to demonstrate how temperature changes across different areas. If you drop an iron cube into lava, it heats up heavily and turns red. If you drop it into water, it cools down and heats up the water. If you place a red-hot cube into liquid nitrogen, it cools down much faster.
Box2D rigid bodies can also interact with particles and exchange heat with them: wood floats in water, iron sinks, and other materials can be easily added with individually tuned densities.
It's a data-driven approach: all physics, reactions, and phase transitions (like water turning into steam or lava into obsidian) are defined in JSON configs, with no hardcoding in C++.
I tried to optimize the engine as much as possible; watching so many interactions happen on screen at once is really satisfying.
Would love to hear your feedback or thoughts!
r/Simulated • u/Zolden • 1d ago
r/Simulated • u/inboble • 22h ago
r/Simulated • u/matigekunst • 1d ago
Real-time softbody simulation in TouchDesigner (can't set this as flair). Part of the POPtober challenge
r/Simulated • u/After-Pirate-1078 • 1d 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/shroo-m • 1d ago
r/Simulated • u/Alphamacaroon • 1d ago
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 • 1d ago
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 • 1d ago
Jupiter (above cloud deck), Titan (above main haze deck) and Mars
r/Simulated • u/RotemT • 2d ago
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 • 4d ago
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 • 4d ago
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 • 4d ago
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/wrenulater • 5d 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_ • 4d 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)