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Real-Time Gravity Simulation (C++)

This is a personal project where I'm learning to build a real-time simulation of celestial bodies using C++. It began as a simple 2D circle bouncing under gravity, modeled with basic kinematics. Since then, the simulation has evolved significantly: from kinematics to full Newtonian kinetics, and from 2D to 3D.

It now models gravitational interactions and perfectly elastic collisions between spherical objects, visualized in 3D using OpenGL. A GUI has been added to experiment with and observe the relative error of different numerical integrators. The GUI also includes controls for interacting with and managing the simulation at runtime.

Simulation Preview

Video

Short Demo Video

⚠️ This is a GIF preview. Hence some stuttering or quality loss. Click the GIF to see a short demo video including GUI!

GUI Preview

GUI Preview

Numerical Integrators

The simulation supports four numerical integrators for advancing the physics each frame:

Integrator Order Symplectic
Explicit Euler 1st No
Semi-implicit Euler 1st Yes
Leapfrog 2nd Yes
RK4 4th No

Symplectic integrators are structure-preserving methods for Hamiltonian systems that exactly preserve the symplectic 2-form of phase space. By backward error analysis, they can be interpreted as exactly solving a nearby "shadow" Hamiltonian whose value stays close to that of the original system. As a consequence, the energy error remains bounded and oscillates rather than drifting, over exponentially long time intervals in the step size [1, 2]. Non-symplectic methods carry no such guarantee. Explicit Euler, a low-order non-symplectic scheme, shows unbounded secular growth in energy for typical oscillatory systems. A high-order non-symplectic method such as RK4 can still achieve negligible drift on practical timescales, though without any long-time conservation theorem.

[1] Hairer, E., Lubich, C., & Wanner, G. (2006). Geometric Numerical Integration: Structure-Preserving Algorithms for Ordinary Differential Equations (2nd ed.). Springer Series in Computational Mathematics, vol. 31. Chapter IX (Backward Error Analysis and Structure Preservation).

[2] Benettin, G., & Giorgilli, A. (1994). On the Hamiltonian interpolation of near-to-the-identity symplectic mappings with application to symplectic integration algorithms. Journal of Statistical Physics, 74(5/6), 1117–1143.

Energy Conservation Benchmark

The plot below shows the relative energy error |ΔE/E₀| over simulated time for each integrator, applied to the same N-body initial conditions:

Energy Error Plot

Notes

  • The code is work in progress
  • Currently only tested and built in Linux Ubuntu
  • CHANGELOG.md documents current features and development steps
  • Built with C++, OpenGL, GLFW, Imgui, Implot

Scalability

The simulation uses a direct N-body approach where every pair of bodies interacts gravitationally, resulting in O(N²) force evaluations per frame. This is the main bottleneck when scaling to larger body counts.

Current optimizations

  • Newton's third law: Each pair is evaluated once instead of twice, halving the number of force computations.

On multithreading (OpenMP)

Parallelizing the force loop across CPU cores is the obvious next step, but it comes with a tradeoff. The Newton's third law optimization requires both bodies in a pair to be updated simultaneously, which introduces write conflicts between threads. The clean alternative is to give each body its own independent loop over all others: Safe to parallelize, but at the cost of redundant (2x) force evaluations.

Whether this tradeoff is worthwhile depends on the number of bodies and available cores:

Bodies Parallel worth it?
< 100 No — thread overhead dominates
~100–200 Marginal — roughly break-even
500+ Yes — clear speedup
1,000+ Essential

Build

Necessary Packages

These are the required packages for building and running the simulation:

Linux (Ubuntu/Debian)

sudo apt update
sudo apt install libgl1-mesa-dev libglu1-mesa-dev libglfw3-dev cmake

If apt is not available (e.g. on Arch or Fedora), use your distribution’s package manager instead (like pacman or dnf).

MacOS

To install required dependencies on macOS, you can use Homebrew, the macOS package manager. Once Homebrew is installed, install GLFW:

brew install glfw cmake

OpenGL is already included with macOS as a system framework (OpenGL.framework), so no additional OpenGL installation is required.

Build Instructions (Linux and MacOS only):

Build the project:

# Create and enter the build directory
mkdir build && cd build

# Configure the build system (only to be repeated after major changes like new dependencies or files)
cmake ..

# Compile the project 
cmake --build .

Run the simulation:

# With default scene file
./GravitySim ../scene.json

# Or with a custom scene file (e.g. from an API or script)
./GravitySim /path/to/custom_scene.json

If no argument is given and no scene.json is found, the simulation falls back to a built-in default scene.

Benchmark

To regenerate the energy error plot, build the Benchmark target and run the Python plotting script. The benchmark requires pandas and matplotlib which can be installed via pip3 install pandas matplotlib.

cmake --build build --target Benchmark
./build/Benchmark
python3 tools/plot_errors.py

Author

Latfoo

About

This is a personal real-time 3D planet system simulation written in C++ using GLFW, OpenGL, imgui and implot, featuring Newtonian gravitational physics.

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