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Project Levitas

A hardware-accelerated N-Body gravity research platform and aerospace simulation sandbox.

TypeScript React Vite Three.js Web Workers Vercel License

Live DemoFeaturesArchitectureEngineeringInstallation

--- ## 🚀 Overview **Project Levitas** is an elite, browser-based physics simulation engine engineered specifically for complex orbital mechanics and high-density gravitational systems. Moving beyond traditional rigid-body WebGL demonstrations, Levitas implements a bespoke **Velocity Verlet integrator** and a recursive **Barnes-Hut Octree** optimization algorithm, running entirely within a dedicated Web Worker. This decoupled architecture ensures mathematical determinism and numerical stability across millions of calculation steps without degrading main-thread rendering performance. ## 🌐 Demo **[Launch Live Simulation]((#))** *(https://project-levitas.vercel.app/)*
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## ✨ Features - **Real-Time N-Body Gravity**: Simulates complex multi-body gravitational interactions with strict conservation of momentum. - **Barnes-Hut Optimization**: Automatically builds an spatial subdivision Octree to compute forces in $O(N \log N)$ time, enabling the simulation of massive particle clouds and galaxy formations. - **Off-Thread Compute Loop**: Physics integration runs in a dedicated Web Worker, preventing heavy mathematical loads from dropping the UI render framerate. - **Velocity Verlet Integrator**: Delivers superior energy conservation and numerical stability over long simulation durations compared to standard explicit Euler methods. - **Black Hole Mechanics**: Render Event Horizons with extreme tidal thresholds (spaghettification proxy) and customizable gravitational lensing visualizations. - **Real-Time Trajectory Prediction**: The engine performs forward-simulation passes asynchronously to visualize deterministic orbital flight paths. - **AI Anomaly Detection**: An internal heuristic continuously parses simulation telemetry to automatically log instability warnings and catastrophic capture events. - **Telemetry Dashboards**: Live data pipelines inject kinetic/potential energy readouts and center-of-mass vectors directly into DOM-layered charts via Recharts. - **Galaxy Sandbox Preset**: Procedurally generate 150+ body parametric spiral galaxies directly from the command UI. - **JSON Export / Import**: Fully serialize the simulation vector states to JSON for repeatable experiment analysis. ## 🏗 Architecture The platform follows a strict, modular separation of concerns designed for high-throughput visualization applications: - **The Engine Layer (`/src/engine`)**: A pure TypeScript Web Worker environment. Handles matrix allocations, integration steps, Octree traversal, and heuristic evaluations. - **The Visualizer (`/src/canvas`)**: A React Three Fiber (`@react-three/fiber`) renderer. Consumes state payloads and utilizes `InstancedMesh` alongside `@react-three/postprocessing` (Bloom, Lensing) for hyper-optimized draw calls. - **The State Pipeline (`/src/store`)**: Managed via Zustand. It acts as the sync boundary, passing serialized `Float32Array` data and telemetry between the Worker and the DOM. - **The Interface (`/src/ui`)**: Aerospace-inspired holographic control overlays, featuring hardware-accelerated metric graphing bypassing standard React diffing where necessary for performance. ## 🛠 Engineering Highlights - **$O(N \log N)$ Scaling**: Naive $O(N^2)$ gravity simulations choke the browser beyond ~300 bodies. By clustering distant masses using Center of Mass approximations (Barnes-Hut), Levitas effortlessly handles dense stellar clusters. - **Deterministic Numerical Stability**: The Velocity Verlet integrator correctly aligns position and acceleration updates, drastically reducing the "energy drift" typical in standard game physics engines, allowing for stable planetary orbits. - **Zero-Blocking Architecture**: By utilizing Web Workers, the main UI thread operates exclusively as a dumb rendering client. The physics engine can compute thousands of steps per frame without triggering browser lockup. - **Memory Efficiency**: Heavy object instantiations inside the simulation loop are avoided. Force aggregations utilize pre-allocated `Float32Array` buffers to eliminate runtime garbage collection stutter. ## 💻 Tech Stack - **Core**: TypeScript, React 18, Web Workers API - **Rendering**: Three.js, React Three Fiber, React Three Drei - **Post-Processing**: React Three Postprocessing - **State & Data**: Zustand, Recharts - **Build & Tooling**: Vite, ESLint, TypeScript Compiler ## 📊 Performance Benchmark (Target Metrics) *Benchmarks captured on standard M1/M2 silicon equivalents (Chrome V8).* | Simulation Scope | Integrator | Force Calc | Render FPS | Worker Compute | | :--- | :--- | :--- | :--- | :--- | | **50 Bodies** | Velocity Verlet | Naive $O(N^2)$ | 60 FPS | < 1ms | | **500 Bodies** | Velocity Verlet | Barnes-Hut | 60 FPS | ~4ms | | **1500 Bodies** | Velocity Verlet | Barnes-Hut | 50-60 FPS | ~12ms | ## ⚙️ Installation ```bash # 1. Clone the repository git clone https://github.com/ashish7802/levitas.git # 2. Navigate into the directory cd levitas # 3. Install dependencies npm install # 4. Start the Vite development server npm run dev ``` ## 🕹 Usage 1. Open `http://localhost:5173`. 2. Expand the **Spawner** tab on the left dashboard. 3. Click **Galaxy Sandbox** to initiate a multi-body simulation. 4. Spawn a **Black Hole** to observe trajectory deviations and AI event warnings. 5. Use mouse interactions to Pan/Zoom across the 3D space. ## 📁 Project Structure ```text levitas/ ├── src/ │ ├── canvas/ # R3F Rendering & Shaders │ │ └── SimulationLab/ # 3D Entities, Particle Grids │ ├── engine/ # Math & Physics Logic │ │ ├── PhysicsEngine.ts# Worker Wrapper & Pipeline │ │ └── physics.worker.ts# Barnes-Hut & Integrator │ ├── store/ # Zustand State Management │ ├── ui/ # DOM Overlays & Dashboards │ ├── App.tsx # Root Orchestrator │ └── main.tsx ├── public/ # Static Assets ├── index.html ├── vite.config.ts ├── vercel.json # Deployment Config └── tsconfig.json ``` ## 🗺 Roadmap - [ ] WebGPU Compute Shader integration for $O(N^2)$ calculations on the GPU. - [ ] SharedArrayBuffer implementations for zero-copy state transfers. - [ ] Adaptive timestepping (Runge-Kutta 4) for intense close-encounter scenarios. - [ ] Dynamic spatial partitioning (Grid vs Octree heuristics). ## 💡 Why This Project? Project Levitas was engineered as a portfolio piece to demonstrate a deep understanding of full-stack performance optimization, browser architecture, and applied mathematics. It bridges the gap between high-level UI frameworks (React) and low-level performance patterns (Web Workers, Typed Arrays, custom Integrators), proving the capability to architect complex, compute-heavy web applications. ## 🤝 Contributing Contributions, issues, and feature requests are highly welcome. Feel free to check the [issues page](#) if you want to contribute. ## 📄 License This project is [MIT](LICENSE) licensed.