Cinematic view
A fictional horizon makes the event legible in profile: fireball expansion, reflected light, ground dust, rising hot gas, cloud development, debris, atmospheric drift, and restrained camera response.
An abstract educational visualization. Click or tap to reposition the event. Drag horizontally to change the camera angle, use Shift plus the mouse wheel or a pinch gesture to change camera distance, and use the labeled controls for keyboard access.
Interactive scientific visualization
Explore how a flash becomes a fireball, a shock front, a rising column, and a drifting atmospheric cloud.
Educational visualization only. Effects, distances, timings, and scales are simplified approximations—not real-world predictions.
Field notes · Educational guide
This interactive explosion simulator turns broad physical ideas—rapid energy release, expanding pressure fronts, buoyancy, drag, turbulence, and wind—into a cinematic browser experiment. It is meant to make phases visible, not to predict a real event.
01 / Method
Each event follows a deterministic timeline. A short flash gives way to a growing fireball or hot gas volume, an expanding shock-front visualization, surface interaction, a rising column, cloud formation, and eventual dissipation. Presets turn phases on or off and change their timing, energy, debris, dust, cloud, lighting, and wind response.
The renderer combines an analytical Canvas environment and early shock with a deterministic WebGL2 fluid field for the flagship airburst. That field advects velocity, temperature, smoke, incandescence, and dust, then projects velocity to reduce divergence; the other presets retain the established Canvas path. Every value remains normalized and the result is not a validated scientific or predictive model.
02 / Observation
A fictional horizon makes the event legible in profile: fireball expansion, reflected light, ground dust, rising hot gas, cloud development, debris, atmospheric drift, and restrained camera response.
A top-down scientific-instrument view separates normalized fireball, thermal, strong-wave, light-wave, and particulate extents. The circles are qualitative and intentionally use no map, real location, or casualty layer.
03 / Event library
Compact events are brief, localized, and debris-heavy. Larger conventional presets push the visible shock front farther. The industrial and fuel-air-style visual archetypes emphasize slower rolling fire, smoke, and atmospheric illumination; they provide no information about fuels, mixtures, construction, or triggering.
An airburst forms in the atmosphere without a crater, while a ground impact emphasizes ejecta, surface displacement, and a persistent dust plume. The volcanic preset replaces the detonation flash with a sustained eruptive column and falling ash-like particulate.
The nuclear-scale presets use broad public visual archetypes: intense flash, rapid fireball growth, shock-front propagation, column rise, and mushroom-cloud formation. A ground burst carries more surface dust than an airburst. These are approximate visual categories only—not yield calculators, damage models, or weapon simulations.
The flagship airburst combines an analytical early shock with a deterministic WebGL2 velocity, temperature, and density field for the later fireball, rising column, and cloud cap. Its browser solver adapts published computer-graphics methods for smoke, fire, turbulence, and volume rendering on normalized fields; it is research-inspired, simplified, and non-predictive.
04 / Concepts
A rapid energy release compresses nearby material and sends a pressure disturbance outward. The lab represents that motion as an expanding, fading front with a simplified radial falloff.
Hot gases are less dense than cooler surrounding air, so buoyancy drives them upward. In the research model, pressure projection, entrainment, vorticity confinement, and paired cap vortices create the rolling column and outer return flow.
Surface interaction reflects light and pressure and can lift generic dust or ejecta. Ground-coupled presets therefore look denser and dirtier than comparable events placed above the surface.
Event duration, buoyant rise, density, coherent vortices, cooling, altitude, and wind all influence the silhouette. The lab exaggerates some of these relationships so they remain easy to see.
05 / Boundaries
Educational visualization only. All effects, distances, timings, and scales are simplified approximations and must not be used for safety, engineering, emergency planning, targeting, or real-world predictions.
06 / FAQ
No. The lab is a creative-coding and educational visualization. Values are normalized, rounded, and intentionally avoid the false precision required for real planning or prediction.
No. Every environment is abstract, fictional, or generic. There is no location search, coordinate input, map tile, population layer, casualty estimate, or targeting function.
Yes. Particle properties and procedural variations are generated from the visible random seed. Replaying with the same seed and controls produces a substantially similar sequence.
The lab first checks whether your browser can record a genuine MP4. If it cannot, the optional FFmpeg WebAssembly fallback converts a temporary browser recording locally. No video is uploaded. If both routes fail, the original WebM remains available as a correctly labeled recovery download.
Video encoding uses substantial memory and power. Recent phones default to 720p and shorter durations; older devices may need lower detail density or a desktop browser.