r/Simulated

▲ 295 r/Simulated+2 crossposts

In 1968, scientists gave mice unlimited food, no predators, and infinite space. The colony still collapsed. Here's an agent-based simulation of John Calhoun's Universe 25 experiment — 1,646 mice at peak, 14 at the end.

John Calhoun's Universe 25 (1968–1973): 8 mice placed in a enclosure with unlimited food, water, and nesting space. No disease, no predators. A literal utopia.

What happened:

🔵 Normal mice reproduced normally at first

🔴 Aggressive mice emerged as density increased — disrupting social hierarchies

🟡 "Beautiful Ones" appeared — mice that completely withdrew from society, spending all day grooming, never fighting, never mating

📉 Once the Beautiful One fraction crossed ~25%, reproduction essentially stopped — even as population dropped and space opened back up

Calhoun's key finding: the collapse was behavioral, not resource-based. Mice raised during the chaos never learned normal social behaviors. Even with plenty of space and food, they couldn't recover.

This simulation models the stress-cascade and state transitions he described. Built in Python with NumPy.

Full 10-minute simulation: https://youtu.be/wXfq6jY00Lk

u/SimulatedEcology — 1 day ago
▲ 11 r/Simulated+1 crossposts

6 body simulation around a 4 Stellar mass blackhole - A fail(?)

1. Initial conditions (exact)

Central BH: M = 4 M☉ (geometrized G = c = 1; length unit = GM☉/c² ≈ 1.477 km). Schwarzschild.

Body masses (M☉, geometrized):

Body Type Mass (M☉)
0, 1 2× Jupiter 2 × 9.543×10⁻⁴ = 1.9086×10⁻³
2, 3 2× Earth 2 × 3.003×10⁻⁶ = 6.006×10⁻⁶
4, 5 2× Mercury 2 × 1.660×10⁻⁷ = 3.320×10⁻⁷

Per-body placement (radius r, azimuth φ, inclination i — units of M):

k r φ (rad) i (rad)
0 120 0.00 0.00
1 160 1.05 0.30
2 90 2.10 −0.25
3 200 3.14 0.50
4 140 4.19 −0.40
5 110 5.24 0.15

Position (tilted circle): pos = [r·cosφ·cosi, r·sinφ, r·cosφ·sini]
Velocity (circular speed v_c = √(M/r), perpendicular in the tilted plane): vel = [−v_c·sinφ·cosi, v_c·cosφ, v_c·sinφ·sini]1. Initial conditions (exact)Central BH: M = 4 M☉ (geometrized G = c = 1; length unit = GM☉/c² ≈ 1.477 km). Schwarzschild.Body masses (M☉, geometrized):Body Type Mass (M☉)
0, 1 2× Jupiter 2 × 9.543×10⁻⁴ = 1.9086×10⁻³
2, 3 2× Earth 2 × 3.003×10⁻⁶ = 6.006×10⁻⁶
4, 5 2× Mercury 2 × 1.660×10⁻⁷ = 3.320×10⁻⁷Per-body placement (radius r, azimuth φ, inclination i — units of M):k r φ (rad) i (rad)
0 120 0.00 0.00
1 160 1.05 0.30
2 90 2.10 −0.25
3 200 3.14 0.50
4 140 4.19 −0.40
5 110 5.24 0.15Position (tilted circle): pos = [r·cosφ·cosi, r·sinφ, r·cosφ·sini]
Velocity (circular speed v_c = √(M/r), perpendicular in the tilted plane): vel = [−v_c·sinφ·cosi, v_c·cosφ, v_c·sinφ·sini]

Integrator type and step size

  • Integrator: velocity-Verlet / leapfrog (kick-drift), fixed step. v += a·dt; x += v·dt per step . Not symplectic-exact (it's the sequential-update leapfrog, not the KDK-symmetric form).
  • Step size: dt = T_outer / 600 where T_outer = 2π√(r_out³/M), r_out = 200 (outermost body). → T_outer ≈ 8885.8dt ≈ 14.81 (M units). So ~600 steps per outer orbit.

3. Metrics

It dumps only trajectories: body_k.csv (t, x, y, z) every 4th step,

4. 1-orbit horizon definition

1 orbit = 1 × T_outer, where T_outer is the outermost body's (r=200) Newtonian circular period 2π√(200³/M)

u/Anxious-Visit-7735 — 16 hours ago
▲ 70 r/Simulated+1 crossposts

Grass-Sheep-Wolf ecosystem simulation — wolves go extinct after depleting their prey (agent-based model)

Predator-prey ABM built in Python/NumPy. Each agent moves, eats, reproduces, and dies based on local conditions — no global rules.

The key mechanic is wolf vision radius: wolves can only detect sheep within a limited range. When sheep density drops, wolves start roaming blind and starving — which is what drives the collapse you see here.

Full 9-minute simulation: https://youtu.be/wqR4A4FUABs

u/SimulatedEcology — 1 day ago
▲ 132 r/Simulated+1 crossposts

[OC] Emergent Protein-like Folding in Genetic Particle Life

u/Marzipug — 4 days ago

Barnes-Hut 3D galaxy

Programmed in Processing. I struggled to get well-defined spiral structures in 2D, but the 3D model looks much better. It did require careful initial position and velocity distribution. There is a fixed "black hole" at the center. Stars come in only two masses, the majority being lower mass.

u/WhiskeyFox9 — 3 days ago

Samples of Particle life, from random 2D to structured 3D worm.

Programmed in Processing. I used an oct-tree for the 3D simulations. The swimming motion of the worms results from directional instability, i.e. a segment is attracted more to the one ahead of it than vice versa.

u/WhiskeyFox9 — 3 days ago

Simulated the orbital decay of the Swift observatory and a couple of supernovas

Have been working on a hobby project of mine for a few months and its now reached the point of being usable. Here are the sims in the gallery

  1. Hubble space telescope orbit
  2. Swift Observatory orbital decay
  3. Type 1 super nova
  4. Type II super nova
  5. Lorenz 96 sim
u/Anxious-Visit-7735 — 5 days ago

Falling Sand — a free browser physics sandbox (sand, fire, lava, acid, C-4...)

Game Title: Falling Sand (OC)

Playable Link: https://devdynaf.github.io/falling-sand/ or the main website https://devdynaf.github.io

Platform: Browser (HTML5/JS)

Description: Falling Sand is a free, browser-based particle physics sandbox inspired by cellular automata games. You paint elements like sand, water, fire, oil, lava, acid, ice, glass, plants, steam, and even C-4 directly onto a grid, and watch them interact in real time using gravity, fluid flow, combustion, freezing, and chemical reactions. Sand piles and settles naturally, water flows and finds its level, fire spreads and burns flammable materials, lava melts what it touches, and acid corrodes nearby elements. The simulation runs entirely client-side with no backend, optimized to maintain 60 FPS on a 240×135 grid even with hundreds of active particles. There's no account, no download, and no install — it just opens and runs instantly in any modern browser, on both desktop and mobile. The control scheme is simple: left-click to paint or hold to pour, right-click to quickly erase, and scroll wheel to adjust brush size, so there's almost no learning curve before you're experimenting with how different elements interact with each other.

Free to Play Status: [x] Free to play

Involvement: I'm a solo developer (still in school) and built this entire project myself — game design, physics simulation logic, and UI. I used AI tools to assist with parts of the implementation and with the site's SEO/metadata setup, but the core cellular-automata physics, feature decisions, and debugging are my own work.

Any feedback on design or just in general is welcomed, especially on what features yall want to be added or SEO guidance

reddit.com
u/ThatOneDynamicGuy — 4 days ago

Spawning 5000 dogs per second in deterministic simulator [OC]

Posted it before in vertical version. This time horizontal. It's made in our custom voxel sandbox. Physics is prioprietary and runs on GPU

u/bonzajplc — 7 days ago
▲ 175 r/Simulated+2 crossposts

Stormy aircraft shot study made in Houdini.

Aircraft diving through heavy rain, strong wind and fog.
Focused on wet surface details and cinematic storm mood.
Final compositing done in Nuke.

u/Kindiuk_Oleksandr — 9 days ago