r/Simulated • u/iiPiv • Oct 07 '20
r/Simulated • u/Mini_Addict • Jun 27 '26
Interactive Birds flying around in rain on my keyboard
r/Simulated • u/LVermeulen • Apr 19 '23
Interactive Trying to make a AR puzzle/building game with liquid physics
r/Simulated • u/jasonkeyVFX • Jun 01 '24
Interactive StreamDiffusion + LiquiGen + EmberGen
r/Simulated • u/LVermeulen • Apr 12 '23
Interactive A few people suggested spinning my AR sculpting liquid like a potter's wheel
r/Simulated • u/Due-Fudge-4889 • 10d ago
Interactive I wanted to improve on classic falling sand games, so I built Powdertron: 674 materials, 1000+ reactions, 3D modes, a dynamic wind tunnel,electronics,and full online multiplayer physics.
r/Simulated • u/bonzajplc • Sep 02 '26
Interactive Changing of particle density in realtime simulation
Finally found time to implement it. Footage from our multiplayer sandbox game called BFS. The simulation is deterministic for multiplayer to work
r/Simulated • u/silenttoaster7 • Sep 26 '26
Interactive I'm making an armor simulation mode for my game and I'm having a little too much fun
Hey guys! This is an open source project I've been making for more than a year now and I decided to come back at it again. The engine actually already had these physics but I'm making a specific armor simulation mode. The project is totally free and open source. You can find the source code as well as downloading the game for free here: https://github.com/NarcisCalin/Galaxy-Engine
If you enjoy the project you might want to join the Discord server! https://discord.gg/Xd5JUqNFPM
Galaxy Engine is also on Steam but only for people who want to support development: https://store.steampowered.com/app/3762210/Galaxy_Engine/
I'm trying to work on this from time to time, but it seems like I got some motivation back to improve it further.
r/Simulated • u/LVermeulen • Mar 18 '23
Interactive Using hands to sculpt Zero G Liquid
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/Zolden • Dec 19 '17
Interactive Finally I finished the game made as physics simulation
r/Simulated • u/Mytino • Aug 13 '25
Interactive Simulations from a custom physics engine my friend and I are making [OC]
r/Simulated • u/cheetoskull • Aug 16 '26
Interactive I built an open-source, cross-platform, bit-deterministic, non-float particle physics engine. A lot of adjectives, so I brought receipts: three live proofs that run in your browser.
Up front, since this sub rightfully cares: The engine was written in collaboration with AI, which I'll take questions on happily; the proofs however are all real and verifiable:
SunaEngine (AGPL): engine.sunabox.dev / github.com/DARIENBATHALTER/sunaengine
It's a particle physics engine that relies on integer calculation rather than floating point, plus order-independent accumulation, in order to always deliver the same result on any GPU. Three live proof demos on the site, all simulating on your GPU, all hashing their entire state as you watch:
- The Twin Simulations: two independent sims, same scene, same input schedule, never communicating. Stir either one with your cursor; your input is quantized to substep indices and fed to both. The 256-bit hashes stay identical, interaction after interaction.
- The Pachinko Proof: an ordinary float solver runs the same pachinko machine twice. One pane adds contact forces in ascending order, the other descending. That is exactly the difference two GPUs or two drivers introduce on their own. The balls never finish in the same bins twice. The integer engine runs the same machine to the same digest, loop after loop.
- Recording, playback, and smooth rewind: particle fluids cannot be rewound in floating point. Chaos amplifies the last bit of every velocity in reverse too. Here you stir a pool, it records your inputs, verifies the replay byte for byte against the run you just performed, and then hands you a scrubber. Drag your own splash backwards through time.
Replay hashes verified matching across Apple M series, an iPhone, a Steam Deck (AMD), and NVIDIA (RTX 2070S).
There's also a live 3D water demo on the site (Figure 3), same fixed-point solver one dimension up.
Recordings export as lightweight .sunar files, which store only the initial state plus your inputs. They scrub back and forth smoothly like video and play back bit-identically on any device.
This has the added benefit of enabling low-latency, cross-platform multiplayer physics. If every machine computes the same world, multiplayer needs only inputs over the wire.
I built a free-to-play sandbox using the engine called SunaBox (sunabox.dev) which serves as a clean-room reimplementation of the Prometech's classic OE-CAKE from 2008, a particle physics toy. The OE-CAKE interface is recreated 1:1 if you select "Classic" mode at the top, and imports the original .oec files. Still working on parity, but approaching 100% all the time. If I had to estimate, I'd say they work at about 93% parity right now.
The workflow is very simple: I came up with the ideas and tuned the feel of everything by hand and spoken word; Claude did the math, the code, and the adversarial review. Happy to answer anything!
r/Simulated • u/Mytino • Mar 08 '17
Interactive Color mixing simulated with fluid dynamics in real-time
r/Simulated • u/solerune • Apr 22 '17
Interactive Tuning up simulated 2d matter from an awkward liquid to a nice ground
r/Simulated • u/LVermeulen • May 29 '23
Interactive Added velocity damping to the AR liquid so I can sculpt it into place
r/Simulated • u/LVermeulen • Jun 23 '23
Interactive Tried out my liquid puzzle game but now you gotta fill the bucket that's only in the mirror world
r/Simulated • u/RKI3000 • Jul 17 '26
Interactive I made a game about pushing simulated sand [OC]
r/Simulated • u/Mytino • May 11 '22
Interactive Real-time oil/water multiphase sim in a game I'm working on
r/Simulated • u/blob_evol_sim • May 08 '25
Interactive Real-time evolution sim reaches 250 FPS with 500k rigid body collisions and LBM fluid flow
I've been working on a real-time evolution simulator where artificial organisms emerge and adapt within a fluid environment. The core of the project combines rigid body dynamics with a lattice-Boltzmann fluid simulation. It's entirely custom-built, and I'm aiming for both visual clarity and computational efficiency.
Right now it's running at around 250 FPS while handling about 500,000 rigid body circle collisions per frame, all while simulating fluid flow and drag interaction using LBM. The creatures aren't scripted in any way. Their movement and behavior emerge through physics-based interactions and evolutionary algorithms.
r/Simulated • u/Marzipug • Jun 28 '26
Interactive I gave each particle an evolving genome, and this happened.
The new genetically evolving version is now on GitHub! (Free and open source): https://github.com/Transcenduality/primordis/tree/main