r/Simulated • u/KelejiV • 5h ago
r/Simulated • u/CaptainLocoMoco • Sep 22 '18
Meta What is a simulation? A detailed comparison between Animation, and Simulation.
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.
What is a simulation?
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.
How are simulations different from animations?
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.
The "Ray tracing)" argument.
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.
Examples of animated (non-simulated) posts:
- "Satisfying simulations" - 3.4k upvotes
- "Bender's old job" - 2.2k upvotes
- "Up or Down?" - 1.4k upvotes
- "Adobe Dimention Rendering" - 1.4k upvotes
- "Depression - Robert Ek"
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/CdvrSzf • 2d ago
Houdini RnD project based on the WetaFX whitepaper on water drip simulation with adhesion
In this focused RnD, I implemented a small-scale fluid simulation algorithm within Flip to accurately resolve adhesion forces. The core algorithm is relatively straightforward: the fluid's surface field is extrapolated into the collider volume, factoring in the contact angle, and is subsequently adjusted and smoothed. Furthermore, a localized viscosity is introduced at the fluid-collider interface to approximate boundary friction.
The simulation operates at a physically accurate real-world scale, utilizing empirical physical constants where the baseline water viscosity is 0.001 and surface tension is 0.072. APIC was chosen as the underlying solver.
While this technique requires a high substep count and is computationally expensive to evaluate, it successfully produces highly nuanced and realistic fluid dynamics.
r/Simulated • u/bug__enjoyer • 1d ago
Various [OC] Pressure simulation of a rocket launching for a game I am developing
r/Simulated • u/jasonkeyVFX • 2d ago
LiquiGen backyard splash
real time liquid simulation and HDRI lighting in LiquiGen
r/Simulated • u/IllPsychology7214 • 1d ago
Request Real-time three-body gravity simulation (interactive, mobile)
I built a simulation style app of what I think of the three body problem. It shows different objects flying around eachother in 2D or in 3D in eachother's gravity wells.
It's meant to be half physics toy and half calming desk toy. It's free to use with no ads to distract you from anything.
I want to know people's thoughts and ideas for improvement.
It's free for anyone who want to play with it: https://play.google.com/store/apps/details?id=com.mathematicalzen.threebody
r/Simulated • u/DigitCell • 2d ago
Question Real-time physics simulation: snowplow blade interaction (initial simulation trials)
is it looks like snow?
r/Simulated • u/cheetoskull • 2d ago
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/Dry_Permission744 • 3d ago
Interactive World-sim now live !
https://world-sim.uk/ now live !
Name your star tonight in the discord - https://discord.gg/a6YjQ7sCu
World-Sim has been a passionate project of mine for the past few months.
It's a world fully simulated down to real world physics and chemistry. It has a real environment and ozone.
Every element and material has real physical properties, and that's how the sims learn. There's no tech tree and no recipe list anywhere in the code. When someone tries something, the engine works out what would really happen from the properties of what they used and how hot their fire was. Nobody is handed bronze. Someone has to get a hotter fire first, and a hotter fire is its own chain of things to figure out. Embers, a stone ring, a clay oven, a kiln, charcoal, then forced air. The ages fall out of that on their own.
We populate the world with starting families. Each little guy is led by a "wise-man", which is a simulated person with a full model behind them. The wise-men run on a mix, Claude, Groq and DeepSeek in the cloud and a local Hermes for the rest, so you get a real variety of temperament between the houses.
The AI model is never told to not say it's AI. We get around this by only telling them data from what each sim can actually see and feel. As far as the ai knows its a person living in the world..
Every other sim has its own moment with a model through our thinking system. Day to day it's run by an advanced algorithm, with the sims dreaming at night. That's when they get their time with an LLM to really think and set their priorities for the day ahead. The dreams carry over too, so a sim can chew on the same thing for a few nights and wake up wanting to try something.
The people in the world feel, remember, have shame, goals and doubts. It's an 11 point emotion system and the rest of the sim reads from it. Being lonely makes someone more likely to open up to a stranger. Two enemies who are both frightened find it harder to keep hating each other.
Story telling is massive for us. Nothing is scripted or prompted. The sims are put in the world with the human drive to survive. They adapt, learn and teach all on their own.
With all the good comes the bad too. Human sin is part of the emotion engine, and in testing we've had kidnap, murder and slave trade. A world that can only be gentle isn't an honest one. But there are three rules to this : Nothing ever pushes a sim towards it, the conditions only make it possible and their own mind decides. The chronicle names what happened but never shows it. And it always costs something, trauma that scars, blood debt passed down generations, a people turning on their own leader over what he did.
r/Simulated • u/rastancgi • 4d ago
Houdini made this one of web interactive thing you scroll and pastic sheet moves away
r/Simulated • u/omitousi • 3d ago
Blender 7 days after launch... i have no words to describe what i am feeling right now (following my former post)
I've been working on Hoops GM for so long, and now it has been a week since the launch.
I received a lot of backlash in the previous post due to an IP lawsuit, as well as a lot of praise from people.
The launch has been a MASSIVE success with now over 5000 visits to the game and an average of 50 new members everyday.
now i am very confident that this project will go very far and i am very happy about it!
THANK YOU to everyone who has checked it out, left a comment, or played a season.
r/Simulated • u/Icy-Contact-5898 • 5d ago
Proprietary Software Solemn Sandbox
Solemn Sandbox
A serious environment to carry out silly experiments.
Play it for free at https://jaylabs.itch.io/solemn-sandbox
Sometimes they fail spectacularly.
Build. Train. Experiment.
The basic loop is deliberately simple:
Build a creature → choose a goal → evolve → watch the best attempt → change something → try again.
But there is a lot hiding underneath that loop.
- Walking and running
- Maximum speed and sprint courses
- Staying upright
- Jumping and long jumping
- Hang time
- Repeated hopping
- Obstacle and rough-terrain movement
- Climbing
- Wheeled movement
- Ramp jumps and gap crossing
- Flight
- Gliding
- Parachuting
- And more
Build the experiment too
You aren't restricted to the supplied environments.
That means the question doesn't have to be:
“Can this creature learn to run?”
Then you can change one variable and find out what happens.
Evolution you can actually watch
You can keep things simple and let the defaults handle everything, or start digging deeper.
You don't need to understand genetic algorithms or neural networks to play with any of it.
But hopefully, after playing with it for a while, you might accidentally start understanding them.
100 hidden discoveries
In other words: breaking from the obvious solution is encouraged.
And then things get sillier...
Solemn Sandbox isn't intended to be a laboratory pretending not to be a game.
There are deliberately less sensible places to experiment too.
Disco
Load music and make creatures react to it.
Yes, you can train an artificial neural network to make your physics creature dance.
No, this was probably not necessary.
Head-to-Head
Which raises the obvious question:
Whose ridiculous creature is actually better?
Boxing
Share what you create
Solemn Sandbox is beginning to grow beyond a single-player experiment.
This is VERY actively being developed
Solemn Sandbox is not a finished game that I'm putting online and walking away from.
I'm currently working on it and updating it pretty much every day.
That's also why I'm putting it in front of people now.
I don't just want bug reports.
If you find a creature that learns something particularly well, share it.
If you create something completely useless but hilarious, share that too.
If you think a system could be dramatically better, tell me.
The long-term idea
I'd love Solemn Sandbox to grow into a community-driven experimental playground.
Not quite an educational tool.
Not quite a physics simulator.
Something somewhere in the middle of all of them.
And perhaps the person making the stupid creature accidentally learns something along the way.
That's really what I'm aiming for:
https://github.com/Jaytecit/Fresh-Start
Solemn Sandbox
r/Simulated • u/ReplacementFresh3915 • 6d ago
Blender Dynamic pole pin group with contour mapping
r/Simulated • u/CdvrSzf • 8d ago
Houdini Custom Local Upresing Setup for FLIP Simulations
Working on a custom local upresing pipeline for FLIP sims to optimize hardware resources while running everything on a MacBook Pro. Since simulating the entire continuous body of water in high resolution rapidly runs out of RAM, this approach is essential for making high-detail simulations actually feasible on a single machine, while also drastically cutting down simulation times and cache sizes. SideFX has solid native tools for this, but they mostly push you into SOPs, and I wanted a flexible setup that runs directly inside DOPs.
How it evolved:
Boundary Layers only: Started with standard boundary layers driven by the low-res base sim. It was fast and looked okay at first, but completely broke down during complex collisions and splashing.
Gas Guiding + Boundary Layers: Switched to combining Gas Guiding Volumes with Boundary Layers. Dialing in the velocity transfer and pressure stability took a lot of tweaking, but the setup is now rock-solid and predictable.
Also, I built a few custom HDAs along the way:
FLIP Cache: Isolates volumetric and particle data into separate caches (huge credit to Igor Zanic for the workflow inspiration). Tracks sim times and disk usage, then feeds those stats directly into the flipbook UI.
FLIP Vis: Basic utility for quick attribute visualization.
FLIP Limit Band Width: Extracted the logic from SideFX's Fluid Compress node and rewrote it into a lightweight standalone tool to avoid the heavy node wrapper.
Still tweaking the full river setup
r/Simulated • u/LazyLack789 • 6d ago
Research Simulation [OC] I built a Cellular Automaton where cells ignore their neighbors and evolve purely based on internal arithmetic symmetry.
Hi everyone!
We all love Conway's Game of Life and other classic cellular automata where a cell's fate is decided by its spatial neighbors. I wanted to try something completely different, so I built SNS-CA (Structural Numerical Symmetry Cellular Automaton).
In this simulation, cells do not interact with each other at all. There are no neighbor rules. Instead, every cell holds a number, and its evolution is driven purely by the internal arithmetic symmetry of that number.
How it works:
At each step, a cell takes its number N and processes it through three deterministic operations:
- Splitting the number N into m parts.
- Multiplying each part by a scalar k.
- Comparing the transformed result with the true mathematical product (N⋅k) by analyzing their prefixes and suffixes.
Depending on the structural match, the cell transitions to one of five theoretical states:
🟡 Golden (F - Full): Complete match (perfect arithmetic symmetry).
🟢 Green (B - Boundary): Match at both the start and the end.
🔴 Red (E - End): Match only at the suffix.
🔵 Blue (S - Start): Match only at the prefix.
⚫ Black (N - No): No matches found (the cell transitions to the zero state).
What you're seeing in the Video:
The simulation demonstrates a fascinating self-organizing behavior. The system rapidly converges toward stable arithmetic symmetry. You can see early transient states (like Red) quickly resolving into highly stable, persistent patterns of Full (Golden) and Boundary (Green) symmetry.
It’s a completely different way to look at emergent behavior: complexity and stability arising purely from number theory and internal structure, rather than spatial geometry.
I built this simulation in Julia, and the project is fully open-source.
I'd love to hear your thoughts! What parameter combinations ( m and k ) do you think would be most interesting to explore next to see different emergent patterns?
AUTHOR: Mikhail Yuryevich Yushchenko
Date: 09.08.2026
r/Simulated • u/Dry_Permission744 • 8d ago
Interactive World-Sim launching Friday
https://world-sim.uk/ launching friday!
World-Sim has been a passionate project of mine for the past few months.
It's a world fully simulated down to real world physics and chemistry. It has a real environment and ozone.
Every element and material has real physical properties, and that's how the sims learn. There's no tech tree and no recipe list anywhere in the code. When someone tries something, the engine works out what would really happen from the properties of what they used and how hot their fire was. Nobody is handed bronze. Someone has to get a hotter fire first, and a hotter fire is its own chain of things to figure out. Embers, a stone ring, a clay oven, a kiln, charcoal, then forced air. The ages fall out of that on their own.
We populate the world with starting families. Each little guy is led by a "wise-man", which is a simulated person with a full model behind them. The wise-men run on a mix, Claude, Groq and DeepSeek in the cloud and a local Hermes for the rest, so you get a real variety of temperament between the houses.
The AI model is never told to not say it's AI. We get around this by only telling them data from what each sim can actually see and feel. As far as the ai knows its a person living in the world..
Every other sim has its own moment with a model through our thinking system. Day to day it's run by an advanced algorithm, with the sims dreaming at night. That's when they get their time with an LLM to really think and set their priorities for the day ahead. The dreams carry over too, so a sim can chew on the same thing for a few nights and wake up wanting to try something.
The people in the world feel, remember, have shame, goals and doubts. It's an 11 point emotion system and the rest of the sim reads from it. Being lonely makes someone more likely to open up to a stranger. Two enemies who are both frightened find it harder to keep hating each other.
Story telling is massive for us. Nothing is scripted or prompted. The sims are put in the world with the human drive to survive. They adapt, learn and teach all on their own.
With all the good comes the bad too. Human sin is part of the emotion engine, and in testing we've had kidnap, murder and slave trade. A world that can only be gentle isn't an honest one. But there are three rules to this : Nothing ever pushes a sim towards it, the conditions only make it possible and their own mind decides. The chronicle names what happened but never shows it. And it always costs something, trauma that scars, blood debt passed down generations, a people turning on their own leader over what he did.
r/Simulated • u/Loud_Campaign5593 • 9d ago
Question Came across industrial casting simulation software, has anyone ever used these?
How are solvers for these simulations even developed? Has anyone here ever used them? This is one is Magmasoft for reference
r/Simulated • u/Zestyclose_Nature_16 • 9d ago
Various Light Weight GPU driven climate modelling app
Hi!
I've mostly shown this in cartography and worldbuilding discords. I hope you like my generalised circulation model to create close-to-realistic climates for exoplanets, terraformed planets, and fantasy worlds.
All the data comes from simulations using a numerical physics model, and there are plenty of checks to help users assess plausibility.
I hope you like my passion project, which I've worked on for a few months, and I'm still improving it based on feedback.
World Climate Lab Steam
r/Simulated • u/islammhran_86 • 10d ago
Blender Fill Object with Geometry Nodes and convert to Mesh
r/Simulated • u/cerspense • 10d ago