Hyperstellar
Write math equations in Python. Run them on the GPU.
Buckle up, because this isn't just another preset physics engine. Hyperstellar gives you the mathematical language to define any dynamical system, then GPU-accelerates it to thousands of frames per second. From orbital mechanics to fluid dynamics — if you can write the equation, you can simulate it.
Why Hyperstellar?
Most Python simulation tools make you choose between ease and performance. CPU-based libraries (NumPy, SciPy) are easy but slow. GPU tools (CUDA, Taichi, Warp) are fast but require learning new languages or shader programming. Hyperstellar gives you both: write plain Python, get GPU performance.
| Hyperstellar | NumPy (CPU) | Taichi | NVIDIA Warp | |
|---|---|---|---|---|
| Write in Python | ✓ | ✓ | ✗ (own lang) | ✓ (decorators) |
| No shader code | ✓ | ✓ | ✓ | ✓ |
| Real-time visualization | ✓ built-in | ✗ | partial | ✗ |
| Per-pixel paint shader | ✓ | ✗ | ✗ | ✗ |
| Visual editor app | ✓ (beta) | ✗ | ✗ | ✗ |
| Collision system | ✓ | ✗ | ✗ | partial |
| pip install | ✓ | ✓ | ✓ | ✓ |
Performance
Tested on integrated graphics (iGPU — no dedicated GPU):
| Objects | FPS |
|---|---|
| 1,000 | ~60 fps |
| 5,000 | ~52 fps |
Each object runs a per-frame force equation live on the GPU. This is not pre-baked animation — it's real-time physics computation.
Installation
pip install hyperstellar
Supports Windows 10/11 and Linux (x86-64), Python 3.13.
Quick Start
Planetary orbit
import hyperstellar as se
import math
sim = se.Simulation(headless=False, enable_grid=False)
while not sim.are_all_shaders_ready():
sim.update_shader_loading() # one-time GPU initialization
while sim.object_count() > 0:
sim.remove_object(0)
G, M_star, M_planet, sep = 1.0, 50.0, 1.0, 3.0
v_orbit = math.sqrt(G * (M_star + M_planet) / sep)
star = sim.add_object(x=0, y=0, vy=M_planet*v_orbit/(M_star+M_planet),
mass=M_star, skin=se.SkinType.CIRCLE, size=0.8)
planet = sim.add_object(x=sep, y=0, vy=-M_star*v_orbit/(M_star+M_planet),
mass=M_planet, skin=se.SkinType.CIRCLE, size=0.25)
sim.set_equation(star,
f"{G}*{M_planet}*(p[1].x-x)/((p[1].x-x)^2+(p[1].y-y)^2)^1.5,"
f"{G}*{M_planet}*(p[1].y-y)/((p[1].x-x)^2+(p[1].y-y)^2)^1.5,"
"0, 1.0, 0.9, 0.3, 1.0"
)
sim.set_equation(planet,
f"{G}*{M_star}*(p[0].x-x)/((p[0].x-x)^2+(p[0].y-y)^2)^1.5,"
f"{G}*{M_star}*(p[0].y-y)/((p[0].x-x)^2+(p[0].y-y)^2)^1.5,"
"0, 0.3, 0.6, 1.0, 1.0"
)
while not sim.should_close():
sim.update(0.016)
sim.render()
sim.process_input()
Bouncing ball
import hyperstellar as se
sim = se.Simulation(headless=False, enable_grid=False, width=1400, height=1000)
while not sim.are_all_shaders_ready():
sim.update_shader_loading()
while sim.object_count() > 0:
sim.remove_object(0)
ball = sim.add_object(x=0, y=20, mass=0.1, skin=se.SkinType.CIRCLE, size=0.8)
platform = sim.add_object(x=0, y=-1, mass=1e12, skin=se.SkinType.RECTANGLE,
height=3.0, width=10.0)
sim.set_collision_properties(ball, restitution=0.8, friction=0.5)
sim.set_collision_properties(platform, restitution=0.7, friction=0.5)
sim.set_collision_shape(ball, se.CollisionShape.CIRCLE)
sim.set_collision_shape(platform, se.CollisionShape.AABB)
sim.set_equation(ball, "0, -9.8, 0, 1.0, 0.3, 0.3, 1.0")
sim.set_equation(platform, "0, 0, 0, 0.3, 1.0, 1.0, 1.0")
while not sim.should_close():
sim.update(0.067)
sim.render()
sim.process_input()
50,000 particle ring (GPU benchmark)
import hyperstellar as se
import math
N, dt = 50000, 0.0006
sim = se.Simulation(headless=False)
while not sim.are_all_shaders_ready():
sim.update_shader_loading()
while sim.object_count() > 0:
sim.remove_object(0)
R = (N * 0.4) / (2 * math.pi)
K, V = 1.5, math.sqrt(1.5 * R)
for i in range(N):
angle = (i / N) * 2 * math.pi
x, y = math.cos(angle) * R + R, math.sin(angle) * R
vx, vy = -math.sin(angle) * V, math.cos(angle) * V
obj = sim.add_object(x=x, y=y, vx=vx, vy=vy, size=0.15)
sim.set_collision_enabled(obj, False)
sim.set_equation(obj, f"-(x-{R})*{K/R}, -y*{K/R}, 0, 0.5, 0.2, 1.0, 1.0")
while not sim.should_close():
sim.update(dt)
sim.render()
sim.process_input()
Core Concepts
Equation Format
Every object's behavior is defined by a comma-separated equation string:
"ax, ay, angular, r, g, b, a"
Only ax and ay are required. All other components default to 0 (angular) or 1.0 (color).
New DSL Syntax — let and assignment
Use let to define intermediate values and = to assign outputs. Statements are separated by ; or newlines:
G = 1.0
sim.set_equation(body0,
f"let dx = p[1].x - x; "
f"let dy = p[1].y - y; "
f"let r = sqrt(dx*dx + dy*dy + 0.01); "
f"ax = {G}*p[1].mass*dx/(r*r*r); "
f"ay = {G}*p[1].mass*dy/(r*r*r); "
f"color.r = 1.0; color.g = 0.4; color.b = 0.2"
)
Assignable targets:
| Target | Meaning |
|---|---|
ax |
X acceleration |
ay |
Y acceleration |
angular |
Angular acceleration |
color.r, color.g, color.b, color.a |
Object color |
size |
Object size |
data.x, data.y |
Rotation / angular velocity |
The two styles cannot be mixed in a single equation — choose one per equation. Both are fully supported across the simulation.
Available Variables
| Variable | Meaning |
|---|---|
x, y |
Position |
vx, vy |
Velocity |
ax, ay |
Previous acceleration |
theta |
Rotation angle |
omega |
Angular velocity |
mass |
Object mass |
charge |
Object charge |
r, g, b, a |
Current color (RGBA) |
t |
Simulation time |
i |
Imaginary unit |
pi, e |
Mathematical constants |
k, damping, gravity, coupling, freq, amp |
Global simulation parameters |
Object References
Reference any other object using p[index].property:
# Pull toward object 0
sim.set_equation(obj,
"let dx = p[0].x - x; "
"let dy = p[0].y - y; "
"let r = sqrt(dx*dx + dy*dy + 0.01); "
"ax = dx/(r*r*r); "
"ay = dy/(r*r*r)"
)
| Property | Meaning |
|---|---|
p[i].x, p[i].y |
Position |
p[i].vx, p[i].vy |
Velocity |
p[i].ax, p[i].ay |
Acceleration |
p[i].mass |
Mass |
p[i].charge |
Charge |
p[i].color.r/g/b/a |
Color state |
Built-in Functions
Math: sin, cos, tan, sqrt, log, exp, abs, floor, ceil, frac, sign, step
Two-argument: min(a,b), max(a,b), mod(a,b), atan2(y,x)
Three-argument: clamp(x, min, max)
Complex numbers: use i as the imaginary unit directly in expressions:
real(z), imag(z), conj(z), arg(z)
# Complex spiral attractor (old style)
sim.set_equation(obj, "real(conj(x + y*i) * (vx + vy*i)), imag(conj(x + y*i) * (vx + vy*i))")
Vectors and tensors: use [a, b] or [a, b, c] literals:
| Function | Description |
|---|---|
dot(v1, v2) |
Dot product of two vectors |
cross(v1, v2) |
Cross product |
norm(v) / length(v) |
Vector magnitude |
comp(tensor, i) |
Extract component i from a vector/tensor |
Operators: +, -, *, /, ^ (power, right-associative)
Advanced:
| Function | Description |
|---|---|
select(cond, a, b) |
Returns a if cond > 0, else b. Supports <, <=, >, >=, ==, != |
sum_neighbors(weight, body) |
Sums weight * body over all other objects. Use i inside to reference the neighbor index |
noise(x, y) |
Smooth Perlin noise |
rand() |
Random value per frame per object |
D(expr, var, order) |
Numerical derivative of expr w.r.t. var (order 1–4, valid vars: x, y, theta) |
# Attraction only to nearby objects (new style)
sim.set_equation(obj,
"let dx = p[0].x - x; "
"let dy = p[0].y - y; "
"let r = sqrt(dx*dx + dy*dy); "
"ax = select(r < 5.0, dx/r, 0); "
"ay = select(r < 5.0, dy/r, 0)"
)
# Sum gravitational pull from all neighbors (old style)
sim.set_equation(obj,
"sum_neighbors(p[i].mass, (p[i].x-x)/((p[i].x-x)^2+(p[i].y-y)^2)^1.5),"
"sum_neighbors(p[i].mass, (p[i].y-y)/((p[i].x-x)^2+(p[i].y-y)^2)^1.5)"
)
# Numerical derivative (old style)
sim.set_equation(obj, "D(x^2, x, 1), 0")
Color as Simulation State
Color channels are live simulation state — updated every frame on the GPU. Use them to visualize any physical quantity:
# Shift from blue to red based on speed (new style)
sim.set_equation(obj,
"let spd = sqrt(vx^2 + vy^2); "
"ax = 0; ay = -3; "
"color.r = spd/10; color.g = 0.3; color.b = 1.0-spd/10"
)
Paint — Per-pixel Field Visualization
sim.paint() runs a GPU shader over every pixel of the background. Use it to visualize fields, potentials, or any function of world-space position px, py.
# Gravitational potential field from two bodies
sim.paint("""
let dx0 = p[0].x - px;
let dy0 = p[0].y - py;
let dx1 = p[1].x - px;
let dy1 = p[1].y - py;
let d0 = sqrt(dx0*dx0 + dy0*dy0 + 0.01);
let d1 = sqrt(dx1*dx1 + dy1*dy1 + 0.01);
let field = p[0].mass/d0 + p[1].mass/d1;
color.r = field * 0.6;
color.g = field * 0.2;
color.b = field * 1.0;
""")
Paint uses the same DSL syntax as object equations — let bindings, all built-in functions, object references. The only restriction is valid assignment targets are limited to color.r, color.g, color.b.
Paint variables:
| Variable | Meaning |
|---|---|
px, py |
World-space position of the current pixel |
p[i].x, p[i].y, p[i].mass, ... |
Any object property |
color.r, color.g, color.b |
Output pixel color — only valid assignment targets in paint |
Performance: lower the paint resolution for faster rendering:
sim.set_paint_resolution(40, 80) # width x height in texels
Headless Mode
Run without a window for data collection or batch processing:
sim = se.Simulation(headless=True)
while True:
sim.update(dt)
state = sim.get_object(obj)
print(state.x, state.y)
Collision System
sim.set_collision_parameters(enabled=True, iterations=20)
sim.set_collision_shape(obj, se.CollisionShape.CIRCLE) # or AABB, POLYGON
sim.set_collision_properties(obj, restitution=0.9, friction=0.5)
sim.set_collision_enabled(obj, True)
Constraints
sim.add_boundary_constraint(obj, se.BoundaryConstraint(min_x, max_x, min_y, max_y))
sim.add_distance_constraint(obj, se.DistanceConstraint(target_obj, rest_length))
Shapes
| Skin | Collision |
|---|---|
se.SkinType.CIRCLE |
se.CollisionShape.CIRCLE |
se.SkinType.RECTANGLE |
se.CollisionShape.AABB |
se.SkinType.POLYGON |
se.CollisionShape.POLYGON |
The App
Hyperstellar ships with a visual editor built in ImGui. Build and configure simulations visually, save your project, and load it back — similar to how Unity and Visual Studio relate to each other. The Python API and the app share the same project format.
Examples
| Example | Description |
|---|---|
examples/orbit.py |
Two-body Newtonian gravity |
examples/three_body.py |
Figure-8 three-body solution with gravitational field paint |
examples/pendulum.py |
Spring-based harmonic motion |
examples/boids.py |
Emergent flocking with obstacle avoidance |
examples/mcmc.py |
Metropolis-Hastings sampling on GPU |
examples/ballpit.py |
500–10,000 colliding balls |
Roadmap
- Linux official release
- More collision shapes (OBB, convex polygon)
- Full constraints system
- API reference documentation
- More examples
Contributing
Contributions welcome — code, documentation, examples, and bug reports all help. See src/bindings.cpp for the full API surface while formal docs are in progress.
License
See LICENSE.
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