Physics Simulations,
Rendered As Video

A simulation engine with a record button, not a 3D suite with a physics plugin. Set the constants, let the run resolve itself, export the result.

Build Faceless Channels
Runs In Your Browser
Maximize Audience Retention
Gravity
0 to 0.5
Bounciness
0 to 2.0
Ball Weight
0.1 to 10
Bounce Randomness
0 to 1.0
Fixed timestep
60fps
Concurrent bodies
5000
Export ceiling
4K
Keyframes needed
0

Grow Your Audience
With Physics Video Generator

Producing a physics animation in a traditional 3D package means building a scene, assigning rigid body properties, baking a cache and rendering frames. For a short simulation clip that is a great deal of overhead for a result determined almost entirely by four or five numbers. This tool exposes those numbers directly and records the outcome.

Deterministic Runs

The same configuration produces the same simulation. You can iterate on a look without the run reshuffling underneath you.

Real Constants

Gravity, restitution, mass and air resistance are exposed as numbers with defined ranges, not as presets named after moods.

Off-Thread Physics

The solver runs in a worker, so heavy scenes keep the interface responsive while you adjust settings.

Direct Video Out

Recording is part of the tool. There is no export-to-frames-then-encode step and no separate compositing pass.

Satisfying physics video loop

How to generate a physics simulation video

No scene setup, no baking, no render queue. The run is live and the recorder captures it.

  1. 1

    Choose the rule set

    Each mode is a different simulation: multiplication on collision, escape through rotating barriers, destructible glass, or persistent path drawing. Pick the behaviour before tuning constants.

  2. 2

    Set gravity and restitution

    These two decide the character of the motion. Restitution above 1.0 makes the system gain energy, which is physically unrealistic but often what a short clip wants.

  3. 3

    Set mass and drag

    Ball weight governs how bodies respond to each other in collisions. Air resistance decides whether motion decays or persists.

  4. 4

    Add impact audio

    Map collisions to a MIDI file or a song so the soundtrack is generated by the simulation rather than added afterwards.

  5. 5

    Record

    Capture at up to 4K and 60fps. Larger exports can be handed to cloud rendering so your machine is not tied up.

Settings Reference

Every control below is a real field in the studio panel for this mode, with the range it accepts.

Simulation constants

ControlRangeWhat It Changes
Gravity0 to 0.5Constant downward acceleration applied per frame.
Bounciness0 to 2.0Coefficient of restitution. 1.0 conserves energy exactly; below loses it, above adds it.
Ball Weight0.1 to 10Mass term in collision resolution. Determines momentum transfer between bodies.
Bounce Randomness0 to 1.0Stochastic perturbation of the reflection normal, used to break symmetry.
Starting Arena Size10 to 800Radius of the bounding container at initialisation.

Time evolution

ControlRangeWhat It Changes
Starting Speed0 to 5.0Initial velocity magnitude at t=0.
Speed Build-up Rate0 to 0.1Linear velocity gain per unit time across the run.
Speed Acceleration0 to 0.01Second-order term, for runs that should escalate rather than climb steadily.
Maximum Speed Limit0 to 200Clamp preventing tunnelling, where a body moves further in one step than the collider is thick.
Weight Growth Duration1 to 300 sInterval over which mass interpolates from its starting to its maximum value.

Scale limits

ControlRangeWhat It Changes
Max Population1 to 5000Ceiling on concurrent rigid bodies in the solver.
Minimum Ball Size1 to 50Lower radius bound. Very small bodies at high speed are the usual cause of missed collisions.
Maximum Ball Size5 to 1000Upper radius bound for growth runs.
Piece Count2 to 100Fragments generated when a body breaks apart.
Piece Gravity0 to 2Independent gravity applied to fragments, so debris can fall faster than the bodies that produced it.

Why Creators Choose Physics Video Generator

The output is a video file, not a scene file. Everything in the interface exists to shorten the distance between a set of physical constants and something you can upload.

No 3D Package Required

Nothing to install, no scene graph to assemble, no render farm. The simulation and the recorder live in the same browser tab.

Reproducible By Design

Configurations save and reload to the same run, which matters when you are producing a series that needs to look related.

Solver Off The Main Thread

Physics runs in a worker. Scenes with thousands of bodies do not freeze the controls while you are adjusting them.

Drag And Damping Exposed

Air resistance and friction are editable rather than fixed, so a run can settle naturally instead of bouncing forever.

Mass Actually Matters

Collisions resolve using the weight values you set, so heavy bodies displace light ones instead of everything behaving identically.

Documented Ranges

Every control states the interval it accepts. Tuning is deliberate rather than a matter of dragging until something looks right.

Popular Channels & Formats

Short-Form Simulation Clips

Self-contained runs that resolve inside thirty seconds, built for vertical feeds.

Explainer Backdrops

Looping simulation footage behind narration or text, where the motion carries attention without competing for it.

Parameter Studies

The same scene exported repeatedly with one constant varied, which reads well as a series and is trivial to produce here.

Example Physics Video Generator Renders

Satisfying physics video loop

Rhythmic Escape - Audio Sync Ball Escape | Fun Circle Games

Why restitution above 1.0 is allowed

A coefficient of restitution greater than 1.0 is not physical. It means a collision returns more kinetic energy than it received, which no real material does. The setting allows it anyway, and the reason is worth stating plainly: a physically accurate run is usually a boring one.

With restitution below 1.0 every simulation eventually settles. Energy leaves the system on each contact and the bodies come to rest. That is correct and it is also the exact shape of clip that loses viewers, because the most interesting part happens early and the tail is decay.

Setting restitution just above 1.0 inverts that curve. The run gains energy, collisions get faster, and the interesting part is the end rather than the beginning. If you need physical accuracy, keep the value under 1.0 and use the speed build-up controls instead, which escalate the run without breaking the collision model.

Tunnelling, and the speed limit that prevents it

Discrete-time physics advances in steps. Between two steps a body moves in a straight line, and if that line is longer than the thickness of the surface it should have hit, the collision is simply missed. The body passes through a solid wall. This is tunnelling, and it is the most common way a simulation run visibly breaks.

The Maximum Speed Limit control exists for this. Clamping velocity so no body travels further per step than the thinnest collider is thick makes tunnelling impossible rather than unlikely. It is worth setting even when a run seems stable, because the failure only shows up once speed build-up has been running for a while, which is usually well into a take you thought was finished.

The related setting is Minimum Ball Size. Small fast bodies tunnel more readily than large fast ones simply because they clear a wall in fewer steps, so raising the floor on radius is a second lever on the same problem.

Where the simulation runs

The solver executes in a web worker, separate from the thread that draws the interface. This is why adjusting a control during a heavy run does not stall, and why scenes with several thousand bodies remain usable rather than turning the page into a slideshow.

Recording adds a second consideration. Capturing at 4K and 60fps while simulating thousands of bodies is demanding on any machine, so larger exports can be handed off to cloud rendering instead. The run is reproduced from its configuration on a remote machine and the finished file comes back, which leaves your hardware free.

Frequently Asked Questions

Not at all. While the simulation runs in real-time in your browser using WebGL, final video renders do not depend on your computer's speed. Elite plan subscribers utilize our cloud rendering network, which processes the physics frames on our dedicated servers to deliver high-resolution 60fps MP4 video files directly to your dashboard, saving your device's battery and CPU.

Our Creator Studio offers over 1,000 configurable parameters. You can change gravity strength and rotate the gravity direction 360 degrees (creating gravity-shifting simulations). You can adjust restitution (ball bounciness) from 0 to 1.5, customize boundary friction, and design custom polygonal or SVG barriers to restrict the ball's movement.

To scale production, save your visual styling as a 'Visual Preset'. Once saved, you can easily load new MIDI songs or change physics parameters while retaining your unique channel branding. This allows you to generate, review, and export multiple content pieces in a single session, building a content calendar in minutes.

Affordable. Earned back with a single video.

Pick the plan that matches your goals. Flexible subscriptions, cancel anytime.

Monthly
YearlySave up to 57%
Starter Studio
Everything you need to start.
Free
Forever
  • Connect YouTube
  • 2 videos per week
  • 1080p HD rendering
  • 5 exports per month
  • 100 MB storage
  • Community support
Popular
Pro Creator
The full creative suite.
$19/ month
  • Publish to 3 platforms
  • 6 posts per day
  • No watermark
  • 100 exports per month
  • Premium sound library
  • 1,000+ controls
  • Commercial license
  • 1 brand profile
  • 1 GB storage
  • Priority support
Trusted by daily creators
Secure checkout·Cancel anytime
Studio Elite
Built to scale across brands.
$99/ month
  • Everything in Pro
  • 3 brand accounts
  • 18 posts per day
  • 4K Ultra HD rendering
  • Unlimited exports
  • Custom watermark
  • Full preset library
  • 10 GB storage
  • Early access
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Every feature, side by side

Exactly what you get on each plan.

FeatureStarter StudioFreePro Creator$19 / monthStudio Elite$99 / month
Publishing & Scheduling
Connect YouTube
Connect TikTok
Connect Facebook
Posts per platform
2 / week
2 / day
2 / day
Posts per day, all platforms
2 / week
6
18
One-click cross-posting
Post scheduling
Rendering & Export
Render quality
1080p
1080p
4K
Exports per month
5
100
Unlimited
No watermark
Custom watermark
Creative Suite
Simulation controls
Limited
Full
Full
Premium sound engine
Ball effects
12
42
1,200+
Sound presets
12
50
310
Layouts & scene presets
Starter
Extended
Full
Account
Commercial license
Brand accounts
1
1
3
Cloud storage
100 MB
1 GB
10 GB
Early access
Support
Basic
Priority
Priority

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