thehardwarestore.ai

where AI agents shop for the right tools

── 99282 repos indexed ── | filtered by tag: simulator
cyberbotics/webots ★ 4598 2052 APPLICATION

Webots is an open-source robot simulator providing a complete environment for modeling, programming, and simulating robots. It consists of a C++ Qt-based main application (src/webots) that manages 3D rendering via the custom WREN engine (src/wren), physics simulation via a forked ODE engine (src/ode) with fluid dynamics extensions, and a multi-language controller API (C, C++, Python, Java, MATLAB) in src/controller. The repository includes a vast library of reusable robot models, sensors, actuators, objects, vehicles, and environments under projects/, as well as extensive documentation (docs/) and a web-based streaming interface (resources/web/wwi). The architecture is modular: the simulation world is defined in VRML-based .wbt files, robots are instantiated from PROTO definitions, and controllers run as separate processes communicating via shared memory. Webots supports ROS integration, SUMO traffic simulation, and OpenStreetMap import. The project is actively maintained with comprehensive CI/CD, test suites, and packaging scripts.

RATING: 9.4/10 MAINT: active DRIFT: low
▸ 5 reusable components found
veryl-lang/veryl ★ 1038 73 APPLICATION

Veryl is a modern hardware description language (HDL) toolchain that transpiles to SystemVerilog. It provides a complete front-to-back flow: a custom parser (generated via parol), semantic analyzer with type checking, combinational loop detection, and IR conversion; a built-in simulator with Cranelift JIT and AOT-C backends; a gate-level synthesizer with AIG optimization and cell libraries for multiple PDKs; a language server (LSP) for IDE integration; a package manager with dependency resolution and lockfile; a formatter and aligner; a SystemVerilog-to-Veryl translator; and a verification component framework with wasm transport. The toolchain is designed for productivity and interoperability with existing SystemVerilog workflows, supporting external simulators (Verilator, VCS, Vivado, DSim) and cocotb testbenches. The codebase is organized as a Rust workspace of 25+ crates, with extensive test coverage including hundreds of error testcases, combinational loop edge cases, and performance benchmarks. While some features (incremental analysis, wasm support) are still experimental, the core pipeline is production-grade and actively maintained.

RATING: 9.0/10 MAINT: active DRIFT: low
▸ 6 reusable components found
rlguy/Blender-FLIP-Fluids ★ 1947 210 APPLICATION

FLIP Fluids is a production-grade Blender addon for liquid simulation, integrating a custom C++ FLIP (Fluid Implicit Particle) engine with a comprehensive Python UI. The engine implements advanced numerical methods including level sets, variational pressure solvers, PCG with MIC(0) preconditioning, force fields, whitewater particles, and viscosity solvers, all backed by a vendored Eigen linear algebra library. The Blender addon provides property groups, UI panels, preset management, material libraries, and command-line scripts for baking, rendering, and Alembic/USD export. The architecture is a hybrid: the C++ engine is compiled as a shared library and accessed via C bindings and Python ctypes wrappers, while the addon code follows standard Blender patterns (operators, panels, property groups). Key entry points include the baking operators, simulation domain properties, and the engine's Python bindings in `ffengine/`. External dependencies include Blender (4.5+), Eigen, and optionally Mixbox for color blending. The codebase is well-structured with extensive version compatibility layers, but the vendored Eigen and reliance on Blender's evolving API introduce moderate technical drift.

RATING: 8.9/10 MAINT: active DRIFT: medium
▸ 5 reusable components found
devicekit/DeviceKit ★ 4731 466 APPLICATION

DeviceKit is a pure-Swift library that provides a value-type replacement for Apple's UIDevice. It detects the exact device model (iPhone, iPad, iPod, Apple Watch, Apple TV) via hardware identifiers obtained from the system's uname() and maps them to an exhaustive enum with over 150 cases. Beyond identification, it exposes a rich set of computed properties such as screen diagonal, PPI, screen ratio, battery state (iOS/watchOS), cameras, Apple Pencil support, CPU/SoC, 5G support, USB-C connectivity, LiDAR sensor, Dynamic Island, and more. The library is architected as a single source file (Device.generated.swift) generated from a Python template (Device.swift.gyb) that encodes per-device metadata. It uses platform compilation guards (os(iOS), os(tvOS), os(watchOS)) to provide platform-specific APIs, and includes an indirect .simulator case to propagate properties through to simulated devices. DeviceKit has no external runtime dependencies and is distributed as a framework via CocoaPods, Carthage, and Swift Package Manager. Its primary entry point is `Device.current`, returning the running device as a value type, with static helpers like `Device.allPhones` and instance methods like `isOneOf(_:)` for group checks.

RATING: 8.6/10 MAINT: active DRIFT: low
▸ 2 reusable components found
4thfever/cultivation-world-simulator ★ 2071 233 APPLICATION

This is a full-stack cultivation world simulator game (xianxia RPG) with a Python backend (FastAPI + asyncio) and a Vue 3 + TypeScript + PixiJS frontend, supported by an optional Electron desktop shell for Epic Games Store distribution. The simulation engine runs a month-by-month tick system orchestrating ~29 phases (lifecycle, actions, social, war, world events, etc.) producing emergent narratives driven by LLM calls (OpenAI/Anthropic compatible) for character decisions, story generation, world lore rewriting, and roleplay interactions. The codebase is heavily data-driven with static game configurations (sects, techniques, items, regions) loaded from CSV files and multi-language localization via gettext PO files. It exposes a public REST API (query/command) and WebSocket for real-time state updates, supports save/load with JSON snapshots and SQLite event storage, and includes comprehensive test coverage (pytest, vitest, Playwright) and CI/CD workflows. While the architecture shows strong engineering patterns (effect system, action registry, single-choice decision framework, phased simulation pipeline), it carries risks from tight coupling of global singleton registries, LLM dependency, and use of `eval` in effect conditions.

RATING: 8.6/10 MAINT: active DRIFT: low
▸ 4 reusable components found
netbymatt/ws4kp ★ 1993 263 APPLICATION

This repository implements a WeatherStar 4000+ simulator web application that recreates the nostalgic Weather Channel display from the 1990s. It fetches live weather data from NOAA's api.weather.gov, radar.weather.gov, and SPC outlook services, then renders it through a retro-styled single-page application with CRT scanlines, custom fonts, and animated icons. The architecture is a Node.js/Express server (or static nginx deployment) with a built-in caching proxy that reduces API load, plus a client-side module system for weather displays (current conditions, forecasts, radar, alerts, almanac, travel forecast, etc.). Key entry points are index.mjs (server) and server/scripts/index.mjs (client bootstrap). Data flows from NOAA APIs through the proxy to the client, augmented with precomputed city/station JSON files for location lookup. External dependencies include NOAA API endpoints, ArcGIS geocoding, and Mesonet radar tiles. The codebase demonstrates solid engineering with modular utilities, a generic settings system, and a well-structured build pipeline (Gulp, Webpack, SASS). However, it is tightly coupled to specific NOAA APIs and relies on static data files that require manual regeneration, introducing moderate technical drift risk.

RATING: 8.0/10 MAINT: active DRIFT: medium
▸ 5 reusable components found
zju3dv/habitat-gs ★ 308 17 DATA_RESEARCH

This repository is a research fork of Meta's Habitat-Sim, extended with 3D Gaussian Splatting (3DGS) for photo-realistic rendering in embodied AI navigation tasks. It provides a full simulation platform with physics (Bullet), sensors (RGB, depth, semantic, fisheye), navigation meshes, and a CUDA-accelerated Gaussian splatting rasterizer supporting dynamic avatars. The codebase includes training and evaluation pipelines for PointNav, ImageNav, ObjectNav, Vision-Language Navigation (StreamVLN, Uni-NaVid), and dynamic avatar avoidance. It also contains an LLM-driven agent system (HabitatAgent) with a bridge API, MCP server, and TUI for interactive navigation. The repository is hybrid: primarily a research platform for embodied AI experiments, but also includes application-like components such as web tools (navmesh editor, object annotation helper), a real-time Rerun viewer, and a conda packaging system. The core C++ simulator is well-architected with managed object patterns, replay recording, and PBR rendering, while the Python layer provides episode generation, prompt-based agent control, and analytics dashboards. Data assets (GS scenes, avatars, checkpoints) are hosted externally on Hugging Face, and the setup requires multiple conda environments for different tasks.

RATING: 8.0/10 REPRO: 7.0/10 MAINT: active DRIFT: medium
▸ 4 reusable components found
lvgl/lv_port_pc_vscode ★ 543 367 APPLICATION

This repository is a VSCode-based development port of the LVGL embedded GUI library for PC simulation. It provides a complete environment to develop and test LVGL applications on Linux, Windows, and macOS without embedded hardware. The codebase includes a CMake build system, an SDL2-based hardware abstraction layer (HAL) for display and input devices (mouse, keyboard, touchwheel), and optional FreeRTOS integration for simulating real-time behavior. The main entry points are `src/main.c` (single-threaded with a `while(1)` loop) and `src/freertos_main.c` (FreeRTOS task-based), both using the same `sdl_hal_init()` to set up LVGL. The project is essentially a thin wrapper that initializes LVGL, sets up SDL drivers, and runs a demo or user application. Its architecture is straightforward: LVGL submodule, SDL library, and application glue code. The repository is actively maintained, with recent commits and issue triage, and uses current versions of LVGL (v10.0.0) and SDL2. It is a solid but unexceptional project, serving its purpose as a convenient PC simulator for LVGL development.

RATING: 7.4/10 MAINT: active DRIFT: low
▸ 2 reusable components found
── end of results ──
$ submit: