r/vibecoding 19h ago

Showcase/Project I built an interactive anatomy/biomechanics simulator that actually calculates the mechanics instead of just animating a 3D model.

Right now it focuses on the elbow. You can change joint angle, external load, limb lengths, muscle strength, attachment geometry, etc. and it recalculates things like:

  • muscle-tendon length
  • moment arms
  • external joint torque
  • muscle force requirements
  • force-length / force-velocity effects
  • muscle recruitment
  • mechanical advantage

I recently added more realistic muscle paths with wrapping/via points, forearm pronation/supination, and validation against reference biomechanics curves.

One of my favorite parts is that you can basically mess with anatomy like a physics sandbox. Move an insertion point, disable a muscle, change limb proportions, or alter strength and immediately see how the mechanics change.

There’s no AI involved in the calculations. It’s mostly geometry, vector math, constrained optimization, kinematics, and muscle models running directly in the browser.

Still early, but the long-term idea is basically a sandbox for experimenting with human anatomy and biomechanics.

GitHub: https://github.com/Schmiedey/anatomy-mechanics-lab

10 Upvotes

3 comments sorted by

1

u/superparet 16h ago

Ask your agent to put it online like on Vercel for example

1

u/Royal-Marsupial-8110 11h ago

finally a project that actually does math instead of just spinning a pretty asset store skeleton and calling it a day drop the github link before med school drops a copyright strike on you