Back to Home11/18/2025, 3:00:36 PM

Show HN: Browser-based interactive 3D Three-Body problem simulator

212 points
98 comments

Mood

excited

Sentiment

positive

Category

science

Key topics

three-body problem

physics simulation

orbital mechanics

Debate intensity20/100
Features include:

  - Several preset periodic orbits: the classic Figure-8, plus newly discovered 3D solutions from Li and Liao's recent database of 10,000+ orbits (https://arxiv.org/html/2508.08568v1)
  - Full 3D camera controls (rotate/pan/zoom) with body-following mode
  - Force and velocity vector visualization
  - Timeline scrubbing to explore the full orbital period
The 3D presets are particularly interesting. Try "O₂(1.2)" or "Piano O₆(0.6)" from the Load Presets menu to see configurations where bodies weave in and out of the orbital plane. Most browser simulators I've seen have been 2D.

Built with Three.js. Open to suggestions for additional presets or features!

A browser-based interactive 3D three-body problem simulator was shared, featuring various preset orbits and visualization tools, sparking discussion and suggestions among the community.

Snapshot generated from the HN discussion

Discussion Activity

Moderate engagement

First comment

12h

Peak period

10

Hour 13

Avg / period

6.7

Comment distribution87 data points

Based on 87 loaded comments

Key moments

  1. 01Story posted

    11/18/2025, 3:00:36 PM

    1d ago

    Step 01
  2. 02First comment

    11/19/2025, 2:42:44 AM

    12h after posting

    Step 02
  3. 03Peak activity

    10 comments in Hour 13

    Hottest window of the conversation

    Step 03
  4. 04Latest activity

    11/19/2025, 7:24:10 PM

    2m ago

    Step 04

Generating AI Summary...

Analyzing up to 500 comments to identify key contributors and discussion patterns

Discussion (98 comments)
Showing 87 comments of 98
joshdavham
16h ago
2 replies
Nice work!

Were you by any chance inspired to make this because of the three body series by Cixin Liu? Or were you moreso just inspired because the simulation/math/physics are interesting?

notaurus
16h ago
1 reply
I think the URL is telling
authnopuz
16h ago
1 reply
Nightfall by Asimov was a 7 bodies problem - https://en.wikipedia.org/wiki/Nightfall_(Asimov_novelette_an...
authnopuz
16h ago
And to be fair, Liu Cixin's book is a 4 bodies problem :)
jgchaos
16h ago
1 reply
Thanks! The Three-Body series definitely helped spark the idea, and the URL is a little nod to the books. I also took some simulation classes back in college, so the math and physics side pulled me in too. It’s crossed my mind that it could be fun to add a kind of Trisolaran mode that tracks a small planet and how habitable its position is throughout the orbits.
allemagne
15h ago
It was nice of you to add that stable era to the submission URL. It was good while it lasted. Oh well, Time to DEHYDRATE
TMEHpodcast
16h ago
1 reply
This is really lovely work! Simple to use, surprisingly solid, and just a pleasure to poke around with. The fact it runs in the browser is a bit of magic on its own.

One idea for later might be a few preset systems, such as Alpha Centauri or other known three-body systems. It would give people a quick way to drop into something real before they start making chaos of their own.

Anyway, cracking project.

jgchaos
16h ago
Thanks so much, really appreciate it! I’ve been focusing the presets on stable or interesting solutions that aren’t tied to real systems, but adding a few real examples like Alpha Centauri would fit in nicely. I’ll keep that on the list for future updates.
jjmarr
15h ago
1 reply
Is this with Gemini 3?
lutusp
13h ago
2 replies
> Is this with Gemini 3?

An LLM couldn't provide results for a sim like this, compared to a relatively simple numerical differential equation solver, which is how this sim works. Unless you're asking whether a sim like this could be vibe-coded, if so, the answer is yes, certainly, because the required code is relatively easy to create and test.

Apart from a handful of specific solutions, there are no general closed-form solutions for orbital problem in this class, so an LLM wouldn't be able to provide one.

jjmarr
3h ago
Well I was wondering if it was vibe coded because Gemini 3 loves Three.js and that's a main selling point of the model.
xnx
22m ago
Part of the Gemini 3 Pro marketing release demonstrated that search results can include interactive UI elements like a simulation of the three body problem https://youtu.be/uYQGrK55gxQ?t=21
nhatcher
15h ago
3 replies
This is amazing! Nicely done!

I did something similar, mostly 2D here:

https://www.nhatcher.com/three-body-periodic/

(Mine is just unfinished)

jgchaos
15h ago
1 reply
Thank you! Your 2D version is great, I love seeing how different people approach this stuff. As for integrators, I currently only have Velocity Verlet and RK4 (can change in the advanced settings). I started with just Verlet, but to get some of the presets to behave properly I ended up needing RK4 as well. I’ve been thinking about adding adaptive methods next, but I'll take a look at the methods you've got listed too. Everything is still running in plain JS for now. I started moving some of the work into web workers but haven’t finished that part yet.
saboot
12h ago
Symplectic integrators are the approach I used for some old galaxy simulations. Page 5 on the attached paper was my main reference, eq 22 https://arxiv.org/pdf/cond-mat/0110585 I believe this is used in several academic codes for long term N-body calculations.
tetris11
4h ago
1 reply
what the heck? are those three orbits genuinely symmetrical in 2D or did I misinterpret
nhatcher
3h ago
I'm not sure which ones are you talking about specifically. But there are some with some heavy symmettrical patterns indeed. To my eyes some are mesmerizing to watch.

The orbits are computed in real time, so yeah what you are seeing (modulo errors in my code is genuine)

There are some caveats though. Some orbits are periodic only in a rotating frame of reference.

EDIT: you can share the URL and I can see which orbits you are talking about

Like: https://www.nhatcher.com/three-body-periodic/?class=bhh_sate...

nhatcher
15h ago
I would be very curious to compare notes on the integrators you used. How good do they perform in general?

In the avobed shared you can go to the settings a pick an integrator. I did the integrators in wasm although I suspect js is just as fast.

Color me impressed! I love the ammount of settings you can play with. I still need to understand what happens whe yu add more bodies though.

kapitanjakc
15h ago
4 replies
No physics expert but isn't this unpredictable (based on what I saw in series) ?

Amd this does seem predictable, I saw this for almost a minute

jgchaos
15h ago
3 replies
The link points to one of the stable solutions, and there are actually quite a few of those. The problem is that there’s no general closed form that tells us exactly where the bodies will be in the future, so we rely on numerical methods to approximate the motion. If you hit Reset All a few times or add more bodies, you’ll start to see the chaos
taneq
13h ago
When you say 'stable' here, do you mean 'periodic' or are these solutions actually stable in the face of small perturbations (as opposed to the sensitive dependence on initial conditions that we'd expect from a chaotic system)?
sbrorson
6h ago
An interesting corollary to this is that even if the future trajectory of a general 3-body orbit is predictable in theory using numerical methods (and infinite precision calculations), in practice the use of finite-precision floating point means that after some time the trajectory predicted by an ODE solver will diverge from the mathematically-true trajectory. Even symplectic integrators have this problem. More details on the general case of chaos are provided by this insightful blog post:

https://www.stochasticlifestyle.com/how-chaotic-is-chaos-how...

Pulcinella
15h ago
There actually is an analytical solution using a power series that actually converges (Karl Sundman's work). Unfortunately, the universe still mocks our attempts. Though the series converges, it does so incredibly slowly. From Wikipedia:

The corresponding series converges extremely slowly. That is, obtaining a value of meaningful precision requires so many terms that this solution is of little practical use. Indeed, in 1930, David Beloriszky calculated that if Sundman's series were to be used for astronomical observations, then the computations would involve at least 10^8000000 terms.

lutusp
14h ago
1 reply
> No physics expert but isn't this unpredictable (based on what I saw in series) ?

A three-body orbital problem is an example of a chaotic system, meaning a system extraordinarily sensitive to initial conditions. So no, not unpredictable in the classical sense, because you can always get the same result for the same initial conditions, but it's a system very sensitive to initial settings.

> Amd this does seem predictable, I saw this for almost a minute

The fact that it remains calculable indefinitely isn't evidence that it's predictable in advance -- consider the solar system, which technically is also a chaotic system (as is any orbital system with more than two bodies).

For example, when we spot a new asteroid, we can make calculations about its future path, but those are just estimates of future behavior. Such estimates have a time horizon, after which we can no longer offer reliable assurances about its future path.

You mentioned the TV series. The story is pretty realistic about what a civilization would face if trapped in a three-solar-body system, because the system would have a time horizon past which predictions would become less and less reliable.

I especially like the Three Body Problem series because, unlike most sci-fi, it includes accurate science -- at least in places.

adastra22
10h ago
There are stable solutions. See: Earth’s Moon (or any other planetary moon in the solar system).
adastra22
10h ago
No, and please don’t try to learn anything from that science-free series. The author doesn't even have a Wikipedia-level understanding of what he is writing about.

N-body problems for N>3 do not have exact, closed form solutions. For N=2 the solution is an ellipse. For N=3+ there is no equation you can write down that you can just plug in t and get any future value for the state of the system.

But that is NOT the same as saying it is unpredictable. It is perfectly predictable. You just have to use one of the many numerical solutions for integrating ODEs.

constantcrying
3h ago
The math in the 3 body problem was made up.

Computing the trajectory of a 3 body problem is a comparatively simple task.

The two grains of truth are that the solutions for most starting conditions are not analytic, roughly meaning that they can not be expressed in terms of functions. The other being that the numerical solution to an ODE diverges exponentially.

buf
15h ago
2 replies
I spent a long time playing with the sim. Nice work.

Most of the random data sets that I ran ended up with a two body system, where the third body was flung far into space never to return. However, some of these were misleading. I had one running for 15 minutes at 5x, and the third body did eventually return.

jgchaos
15h ago
2 replies
It might be fun to add some kind of visualization showing when a body has enough energy to potentially escape the system.
pylotlight
13h ago
Question, can you mathmatically plot a trajectory across time X and energy required to see when it's met and how long it would take given a start position or something? Or is the simulation so complex that you can never project. Oh never mind I see answers to this elsewhere here, cheers.
JKCalhoun
4h ago
Agree. I was hoping perhaps it would "flash" or do something visually different to indicate "Bye bye!"
lutusp
13h ago
1 reply
> However, some of these were misleading. I had one running for 15 minutes at 5x, and the third body did eventually return.

That's not misleading. Real three-body orbital systems show this same behavior. Consider that such a system must obey energy conservation, so only a few extreme edge cases lose one of its members permanently (not impossible, just unlikely).

Ironically, because computer simulators are based on numerical DE solvers, they sometimes show outcomes that a real orbital system wouldn't/couldn't.

moi2388
12h ago
I don’t understand. How would energy not be conserved if one flew away? It’s not in the system, but it’s still out there?
Mikhail_Edoshin
13h ago
1 reply
I recently thought that if life supposedly happened by chance then it should be same for the three-body problem: naturally occurred solutions floating here and there somewhere.
adastra22
10h ago
2 replies
There’s a big one in the sky right now - the Earth-Moon-Sun system.
JKCalhoun
4h ago
Give it time…
2b3a51
9h ago
The relative scales might be a bit hard to put in the simulation. Roughly 400 to 1 for Earth-Sun to Earth-Moon. It would be fun to set that up and view from Earth and view from Sun though.
oskarkk
13h ago
1 reply
Looks very nice!

I think I found a bug: after pausing, moving a body and unpausing, I cannot move the camera. Changing "follow" to something and back to "none" helps.

jgchaos
1h ago
This should be fixed!
phkahler
13h ago
2 replies
How about a perturb button so those special stable orbits can be nudged just enough to destabilize them.
JKCalhoun
4h ago
Pause, choose a body, tweaks its mass, resume.
drsopp
11h ago
It destabilized after a few minutes on my phone.
emmanueloga_
12h ago
2 replies
Tried writing an electrostatic particle simulator in Turbo Pascal 7 with BGI as a teen, a handful of particles before it crawled. Then saw a galaxy collision sim on a CD-ROM magazine disc handling thousands of bodies smoothly. Thought it was assembly tricks.. now I'm sure it's algorithmic (avoiding N**2 runtime) but never dug into the specifics. Are charges vs gravity sims essentially the same n-body problem?
wcrossbow
12h ago
They might have been using the fast multipole expansion method
hermitcrab
5h ago
>Are charges vs gravity sims essentially the same n-body problem?

The force falls off as the inverse square of distance in both cases. So they are essentially the same problem. Except that charge can attract or repel and gravity (as far as we know) only attracts.

gorgoiler
9h ago
1 reply
I didn’t realize something until I used this simulation: with three bodies you can eject one body in one direction and the barycentre of the remaining two in another. This means that compared to the original frame of reference you have an orbiting pair that moves.

It’s one of those things that seems so obvious and yet actually seeing it is a really important step in understanding.

layer8
3h ago
There are animations of how the solar system as a whole moves through space. (The solar system isn’t stationary within our galaxy.) The planets therein are forming spirals around the trajectory of the sun in a similar fashion.
ralferoo
7h ago
4 replies
One thing I'd never really considered before is how frequently bodies get ejected at high speed from the simulation, especially as the number of initial bodies is increased. Suddenly made me realise that the "big bang" which previously seemed a bit of a random and magical theory (obvious question is why would the universe be expanding from a single point when gravity would be immense) now seems a lot more plausible without needing any "magic" to justify it.
hermitcrab
5h ago
1 reply
Some of the high speed ejections might be due to the approximations used. You can see this with a simple time-stepper when the forces get massive when 2 bodies get very close and that force is then applied for the whole timestep.
JKCalhoun
4h ago
I don't doubt that the math allows for escape velocities in some interactions. But I am wondering if, realistically, tidal forces might instead shred the bodies before forces were adequate for a body to achieve escape velocity.
layer8
3h ago
1 reply
criddell
2m ago
[delayed]
iso1631
4h ago
The universe isn't really expanding from a single point though, not in the sense that objects were flung away from that point into a vacuum like the objects in this simulation
constantcrying
4h ago
I doubt that most (if not all) are physical. This happens since these are considered as point masses, which can not collide. Instead of a collision you get extremely high forces, which add another layer of unphysical results as the large numbers cause numerical problems.

Relating any of this to the big bang is not appropriate at all.

hermitcrab
5h ago
2 replies
Excellent work. Is this based on simple Newtonian gravity applied over a uniform time-step, or something more sophisticated?
JKCalhoun
4h ago
1 reply
For accuracy, time step can get smaller when bodies are closer.
hermitcrab
1h ago
Yes, but this would slow the simulation right down if 2 bodies are very close. I think people sometimes use a 'fudge factor', e.g. if distance < x then treat distance as x.
constantcrying
3h ago
1 reply
What you describe is the Euler method, which is well known for being a comparatively bad choice in most situations. The ODE solver can be selected, the default is RK4, which is a Runge–Kutta method of 4th order, it computes the next time step by combining the values at 4 previous time steps.
hermitcrab
1h ago
I see it now, under the 'Advanced' options.
Joshua-Peter
3h ago
2 replies
This browser-based interactive 3D Three‑Body problem simulator is super cool—beautiful visuals + real physics chaos. It’s a fun way to see how three gravitational bodies interact, and the ability to tweak initial conditions makes the chaos feel almost magical.
alexwebb2
3h ago
LLM spam
sim04ful
3h ago
LLM spam ? on my HN ?
ge96
3h ago
1 reply
My dumb question: I thought the whole thing with this is the instability/inability to predict. It starts off with the three bodies locked in to fixed motions? I guess it has to be for the user to start messing around with it?
teraflop
2h ago
2 replies
Not a dumb question at all!

There is no general closed-form solution to the three-body problem. There are certain specific initial conditions which give periodic, repeating orbits. But they are almost always highly "unstable", in the sense that any tiny perturbations will eventually get amplified and cause the periodic symmetry to break.

It's analogous to balancing an object on a sharp point. Mathematically, you can imagine that if the object's center of gravity was perfectly balanced over the point, then there would be zero net force and it would stay there forever. But the math will also tell you that any tiny deviation from perfect balance will cause the object to fall over. It's an equilibrium, but not a stable equilibrium.

The example at the link demonstrates this. The numerical integration can't be perfectly accurate, due to both the finite time steps and the effects of floating-point rounding. Initially the error is much too small to see, and the orbits seem to perfectly repeat. But if you wait a couple of minutes, the deviations get bigger and bigger until the system falls apart into chaos.

decatur
1h ago
Not really. Any solar system proves a kind of stability. And so does the famous KAM theorem. It states that a periodic solution is indeed quasi-stable under small pertubations. And yes, small sometimes is extremely small. But still stable. Imagine a sharp point with a tiny dent.
ge96
2h ago
Ahh okay I'll let it run as is for a while and see what happens, thanks
ge96
2h ago
2 replies
Oh one question I have, when I messed around with ThreeJS line width was a problem, these curves look pretty nice/thick on mac, maybe that was updated recently. (lines as in orbit path)

ThreeJS is awesome btw, I exported a GDB file I think from a CAD program and imported it into ThreeJS/able to animate each part pretty cool.

thomasikzelf
1h ago
1 reply
You might be using the webgl lines (LINE_STRIP), those are always thin. The other way is to build a mesh that looks like a line (which Three.js also has functions for). select the line type here to see the difference: https://threejs.org/examples/?q=lines#webgl_lines_fat
ge96
1h ago
oh yeah those look great
jgchaos
1h ago
I'm using https://threejs.org/docs/#Line2 which does support variable thickness - you can change this via the Trail Thickness slider. I think older versions did have some issues with line width.
sbinnee
15h ago
I really enjoyed the book series. This is an amazing work! Thanks for sharing.
grumbelbart2
7h ago
I triggered some bug by pausing the simulation, setting the mass of one of the objects to 29.1, then resuming. The lighter objects bounced into the massive objects a few times, then all three objects were suddenly ejected with a very high velocity.
pixelpoet
11h ago
Super cool!

I've been working on some n-body code too, currently native only though: https://www.youtube.com/watch?v=rmyA9AE3hzM

westurner
3h ago
Will this simulate the sun and planets of the solar system?

Do these models of n-body gravity predict the perihelion in the orbit of Mercury?

Newton's does not predict perihelion, GR General Relativity does, Fedi's SQG Superfluid Quantum Gravity with Gross-Pitaevskii does, and this model of gravity fully-derived from the Standard Model also predicts perihelion in the orbit of planet Mercury.

Lagrange points like L1 and L2 are calculated without consideration for the mass of the moon.

Additional notes on n-body mechanics: https://westurner.github.io/hnlog/#comment-45928486 Ctrl-f n-body, perihelion

brna-2
9h ago
Starting out with the stable preset I had no idea how hard it would be to not make a object slingshot out. But it is a really fun sim, I think I will let my kid play with it.
mclau153
3h ago
Any github?
jason-richar15
31m ago
Awesome project! A browser-based 3D Three-Body simulator makes complex physics concepts interactive and easier to visualize—great for students and enthusiasts alike.
xnx
21m ago
By coincidence, Google demoed an example of Google Search using Gemini 3 Pro to generativity create an interactive UI for the three body problem: https://youtu.be/uYQGrK55gxQ?t=21
MrQianjinsi
7h ago
So beautiful, I once had a similar idea, and I'm glad to see someone bring it to life
Ethan312
15h ago
The 3D presets are the standout here, especially the ones that move in and out of the orbital plane. The interaction feels smooth, and it’s great to see this level of detail running in the browser.
kona358
9h ago
fuck this is so cool. im currently reading deaths end from the three body trilogy and seeing the physical representation is so cool. Makes a certain moment in deaths end seem awesome.
thrance
8h ago
There is also this fun website: https://labs.sense-studios.com/threebody/index.html

Simulating a four-body problem from the point of view of a telluric planet being juggled around by three stars. It's supposed to emulate the evolution of trisolarans from the "Three Body Problem" novel by Liu Cixin.

HeliumHydride
7h ago
Suggestion: add a preset for a configuration of the Painleve conjecture. https://en.wikipedia.org/wiki/Painlev%C3%A9_conjecture
deafpolygon
8h ago
nice simulator…

one issue i have always had with the n-body calculations is how can you be sure there is exactly n?

chombier
9h ago
Nice! It would be interesting to visualize the total momentum vector, IIRC Verlet being symplectic should be good at preserving symmetries, whereas RK4 is good at conserving energy.
lutusp
14h ago
> Open to suggestions for additional presets or features!

Anaglyphic (red/cyan) 3D rendering would be nice. I've created a lot of anaglyphic 3D apps over the years, but they're no longer very popular -- I suspect it's the goofy glasses one must acquire and wear.

But a true 3D view of an orbital simulator like this greatly increases its impact and tutorial value.

carodgers
1h ago
Just beautiful. I love that the pattern appears stable but diverges after 5 mins or so. Is the initial state proven to be stable under exact conditions?

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