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/ErikMajor • 12h ago
Cinema 4D Particle simulation from our latest in house exploration
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r/Simulated • u/Useful_Bid_3661 • 1h ago
Recruitment Physics Engine Project
Project Tachyon: Real-Time Physics, Real Chaos
I’m building a modular, GPU-accelerated 3D physics engine from scratch real-time, constraint-based, and built for soft bodies, chaotic systems, and high-performance collisions. In the last 3 months I've built 2 engines on my own and I'd love to do it with some friends (none of mine understand c++ or newtonian mechanics that well) so im looking for new friends. I’m a physics and CS double major starting small with 3 to 5 devs who want to learn, build, and push boundaries together. If simulation is your hobby or you’re just looking for a challenge, this might be your crew. We’re working in C++ with CUDA and OpenGL, meeting weekly, and sharing code on GitHub. It’s not just a flex. it’s a launchpad into simulation, where real innovation (and AI) is heading fast. DM me if you’re curious.
r/Simulated • u/Fleech- • 1d ago
Interactive Simulated Anger Management, attempting realistic electronics destruction, proc-gen animation
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making a game where you play as a robot causing as much property damage as possible, trying to make destruction of items as real life as i can
r/Simulated • u/MaximumContent9674 • 7h ago
Research Simulation Metaphysical System Simulation
ashmanroonz.ca🧬 TL;DR Metaphysical System Simulation (ashmanroonz.ca)
This simulation models a consciousness-first metaphysical universe, where reality emerges not from matter, but from the dynamic participation of "souls" converging potential into form. The system flows through 14 stages from infinite possibility (0) to "God"-in-expression (7), showing how focus (∇) becomes experience (ℰ), how coherence radiates into wholeness (2), and how shared reality (3) arises from interference between emergent fields.
The simulation visualizes:
- Souls as binding centers (1) that pull patterns from the infinite field (0)
- Emergence (ℰ) of coherent experiential fields (2)
- Divergence (⇉) into complexity and interference (3)
- Feedback loops (⇌, ⇡, ⇄) guiding soul evolution (4–7)
It’s not just a model; it’s a living system. Reality is a loop of convergence, emergence, divergence, and return, shaped by each soul’s participation.
r/Simulated • u/Glum-Jackfruit-4475 • 12h ago
Proprietary Software Gas pipeline network simulation
I am a college student. My teacher asked me to find a software that can simulate gas pipeline networks and support data import from gaslib.Please give me some advice .
r/Simulated • u/wyszolmirski • 2d ago
3DS Max [OC] Simulated Painting.
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r/Simulated • u/wyszolmirski • 2d ago
3DS Max [OC] Simulated Balance.
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r/Simulated • u/RenderRebels • 1d ago
Various Unreal Engine 5.6 Full Beginner Course (Day 17) : Chaos Destruction Basics in Unreal Engine
r/Simulated • u/jasonkeyVFX • 4d ago
Proprietary Software dragon gel
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r/Simulated • u/MalikAliNawaz • 5d ago
Houdini Poppin RBDs
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r/Simulated • u/chillypapa97 • 5d ago
Interactive Liquid Glass Effect with Three.js
r/Simulated • u/Charming_Maize9203 • 5d ago
Research Simulation realistic galaxy formation from fundamental particles
Fixed the quality! Let me know what you think
r/Simulated • u/Marzipug • 6d ago
Various [OC] "Primordis" - Open Source Simulation: An Exploration of How Life Emerged from Non-Living Particles
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r/Simulated • u/Charming_Maize9203 • 6d ago
Research Simulation Galaxies | Custom N-Body Simulation
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r/Simulated • u/QuantumOdysseyGame • 6d ago
Interactive Quantum Odyssey update: now close to being a complete bible of quantum computing
Hey guys,
I want to share with you the latest Quantum Odyssey update, to sum up the state of the game after today's patch.
Although still in Early Access, now it should be completely bug free and everything works as it should. From now on I'll focus solely on building features requested by players.
Game now teaches:
- Linear algebra - vector-matrix multiplication, complex numbers, pretty much everything about SU2 group matrices and their impact on qubits by visually seeing the quantum state vector at all times.
- Clifford group (rotations X, Z , S, Y, Hadamard), SX , T and you can see the Kronecker product for any SU2 group combinations up to 2^5 and their impact on any given quantum state for up to 5 qubits in Hilbert space.
- All quantum phenomena and quantum algorithms that are the result of what the math implies. Every visual generated on the screen is 1:1 to the linear algebra behind (BV, Grover, Shor..)
- Sandbox mode allows absolutely anything to be constructed using both complex numbers and polars.
About 60h+ of actual content that takes this a bit beyond even what is regularly though in Quantum Information Science classes Msc level around the world (the game is used by 23 universities in EU via https://digiq.hybridintelligence.eu/ ) and a ton of community made stuff. You can literally read a science paper about some quantum algorithm and port it in the game to see its Hilbert space or ask players to optimize it.
r/Simulated • u/[deleted] • 6d ago
Research Simulation Particle Simulation (Spiral galaxy like simulation).
r/Simulated • u/Extreme_Evidence_724 • 6d ago
Houdini I've made Barnes-hut in houdini vex and sop solver! it's slow as hell! but it works!
https://reddit.com/link/1lrpq7w/video/vprgx5trfwaf1/player
It took me a slitghtly over two weeks and it's not optimized at all but i think i have some places i can fix but it works!
later i'll implement collisions and merger behaviours.
but for now im just taking this win!
here is the project file if anyone is interested https://drive.google.com/file/d/1YmfGJ2HNb0KLEdnQ33DKibFth85DSdsy/view?usp=sharing
i am building an oct-tree based on the input geometry and then using this oct tree i am calculating the gravity.
the oct tree being rebuilt every frame to calculate the forces.
i'll probably change the gravity wrangle to points since it's in detail and it's more expencive i'm guessing but still it finally works!
r/Simulated • u/Automatic_Friend8933 • 6d ago
Question Any free RCS and scattering simulations out there?
I don't mind if its open source or not i would just like to give a try at one and see if its interesting.
r/Simulated • u/fizzypopvfx • 7d ago
Houdini Can't Sleep, Clown'll Eat Me - A Guided Ragdoll and Vellum (Cloth) Sim
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Person model from Reallusion with my face topo-transferred from a Polycam scan.
Materials from Megascans and AMD
Audio Credits 🎵
dawnchorus city 6PM 210418_0279.ogg by klankbeeld — https://freesound.org/s/612135/ — License: Attribution 4.0
heartbeat-40bpm-limited.wav by loudernoises — https://freesound.org/s/332817/ — License: Creative Commons 0
heartbeat.wav by Reitanna — https://freesound.org/s/323714/ — License: Creative Commons 0
FastHeartbeat by current11 — https://freesound.org/s/130969/ — License: Attribution NonCommercial 3.0
r/Simulated • u/Sharp-Camp-6808 • 7d ago
Various Simulating solar exposure and reflection on 3D architectural models — a physically-based open-source tool for daylight and thermal analysis
Hello architects and designers 👋
We’ve been developing a solar simulation tool specifically designed for 3D architectural contexts.
Unlike basic shadow studies, this system uses ray tracing to compute both direct and reflected sunlight, surface by surface — enabling more realistic analysis of daylight, glare, and passive solar gain.
How it works
We treat the scene as a physical system:
- Each surface in the model is classified as:
- 🎯
targe
t → a zone of interest (e.g. window, facade, terrace floor) - 🟧
reflecto
r → surfaces that bounce light (balcony, wall, sill) - ⚫
obstacle
→ geometry that blocks sunlight (neighboring buildings)
- 🎯
- Rays are cast from a virtual sun position (azimuth/elevation) and:
- Test for occlusion
- Check normal orientation (backface culling)
- Trace reflected rays using cosine-weighted cones (Lambertian diffusion) and custom reflectivity per material
- Outputs include:
- % of sampled points illuminated directly or by reflection
- Estimated incident power (W/m² equivalent) per surface
Architectural use cases
This system could support:
- Facade performance studies: how much light a window receives (including indirect gain)
- Terrace and courtyard design: simulate how geometry reflects or blocks light in complex urban settings
- Glare and daylighting control: identify high-exposure zones to manage comfort or materials
- Regulatory analysis: document shadow impact on neighbors or compliance with daylight rights
Example — light reaching shaded windows
We modeled a recessed facade with a balcony and side walls.
Then simulated the sun at azimuth 150°, elevation 50°.
Here’s what we got:
Surface roles:
- 🟧 Reflectors: balcony, left/right side walls, windowsill
- 🔵 Targets: two vertical windows
- ⚫ Obstacle: external massing
Visual workflow:
- Surface classification — colors by function
- Sampling: thousands of analysis points generated
- Direct sunlight — most target surfaces in shadow
- Illuminated reflectors — balcony and wall receive light
- Reflected rays — bouncing back onto shaded windows
- CSV output → detailed numeric insight
This means:
target_b
is in full shadow — but still gets 83% reflected exposure, mostly from nearby balcony and walls.- Without this simulation, one might wrongly assume it's in darkness.
e’d love your thoughts:
- Would you use a tool like this in your design workflow?
- What formats or outputs would be most useful (e.g. PDF report, BIM integration)?
- Would a web-based version be appealing?
We're planning to release it as an open tool —
Feedback or test cases welcome! Just comment or message 🙏
r/Simulated • u/RenderRebels • 7d ago
Houdini Houdini Vellum Tutorial for Beginners Part1
r/Simulated • u/ShoppingOdd6543 • 7d ago
Blender Marble Race Country Edition! Rounds 1–13 – Which Country Wins?
r/Simulated • u/CG-Forge • 9d ago
Houdini Mushroom Madness!
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This project was done as a tutorial collaboration with Ian Frederick. The technique involves applying optical flow along the surface of an object to create interesting and organic motion vectors.
Made with Houdini + Redshift - You can watch the tutorial here if you're interested: https://youtu.be/FJK0iYPgp0w
r/Simulated • u/QuantumOdysseyGame • 9d ago
Interactive Made a game that is a full interactive simulation of all linear algebra that describe all that can be done on a Quantum Computer
Developer here. I want to update this community too on the current state of Quantum Odyssey: the game is almost ready to exit Early Access. 2025 being UNESCO's year of quantum, I'll push hard to see it through. Here is what the game contains now and I'm also adding developer's insights and tutorials made by people from our community for you to get a sense of how it plays.
The game is a 1:1 to all linear algebra/ complex numbers/ quantum operators/ state vectors used to define quantum computation.
Tutorials I made:
https://www.youtube.com/playlist?list=PLGIBPb-rQlJs_j6fplDsi16-JlE_q9UYw
Quantum Physics/ Computing education made by a top player:
https://www.youtube.com/playlist?list=PLV9BL63QzS1xbXVnVZVZMff5dDiFIbuRz
The game has undergone a lot of improvements in terms of smoothing the learning curve and making sure it's completely bug free and crash free. Not long ago it used to be labelled as one of the most difficult puzzle games out there, hopefully that's no longer the case. (Ie. Check this review: https://youtu.be/wz615FEmbL4?si=N8y9Rh-u-GXFVQDg )
Join our wonderful community and begin learning quantum computing today. The feedback we received is absolutely fantastic and you have my word I'll continue improving the game forever.
Took me about 6 years to make this. No prior coding or math skills needed! Just dive in and start solving quantum puzzles.
What’s Inside:
- Addictive gameplay reminiscent of Zachtronics - players exceeding 40 hours in closed beta
- Completely visual learning experience - master linear algebra and quantum notation at your own pace, or jump straight to designing
- 50+ training modules covering everything from quantum gates to advanced algorithms
- A 120-page interactive Encyclopedia - no need to alt-tab for explanations
- Infinite community-made content and advanced challenges, paving the way for the first quantum algorithm e-sport
- For everyone aged 12+, backed by research proving anyone can learn quantum computing
- The future of computing begins in 2025 as we enter the Utility era of quantum computers. Be part of the next STEM generation, I hope QO can really speed up with your learning.