A high-fidelity damped harmonic oscillator simulation built with C# and Godot 4, featuring hardware-instanced rendering, real-time telemetry, and a strict architectural separation of concerns.

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License

Apache-2.0

Last updated

2026-07-30

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FR-AI / ANALYSIS

Why it is worth attention

It demonstrates advanced use of Godot's MultiMeshInstance3D for efficient coil rendering, custom linear algebra for gimbal-lock-safe rotations, and UdpClient-based streaming of energetic metrics—all while maintaining a clean, layered design.

Who it is for

  • Game developers interested in physics simulation and rendering optimization
  • Godot 4 users seeking C# examples of custom physics and hardware instancing
  • Engineers and students exploring harmonic oscillator mechanics
  • System architects looking for modular software design patterns

Use cases

  • Demonstrating damped harmonic oscillator physics for educational or prototyping purposes
  • Testing real-time UDP telemetry pipelines with structured JSON payloads
  • Showcasing efficient GPU-instanced rendering of parametric shapes (coils/springs)
  • Serving as a reference for separating data, rendering, input, and orchestration in game engines

Strengths

  • Uses MultiMesh hardware instancing to render coil segments in a single draw call, improving performance
  • Implements a custom linear algebra routine to avoid gimbal lock when orienting coil segments
  • Streams full energetic terms (kinetic, potential, Lagrangian) via UDP for external monitoring
  • Explicitly sets damping to zero so energy loss only comes from programmed restorative forces

Considerations

  • Requires Godot 4 .NET edition and .NET 8.0 SDK, limiting adoption to specific toolchains
  • No support for non-Newtonian physics or collisions beyond the anchor-bob pair
  • Designed as a demonstration rather than a production-ready game component; lacks broader game integration features

README quick start

Quick Start & Installation

Description

A high-fidelity harmonic oscillator simulation built in C# and Godot 4. Engineered with dynamic MultiMesh GPU instancing, singularity-safe basis transform alignment, continuous damped harmonic oscillator physics, and non-blocking real-time UDP telemetry streaming.

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