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You want: (1) rigid bodies (mostly cylinders), (2) joints/pivots, (3) cables with tension-only behavior + snap loads, (4) waves that can become nonlinear (changing submergence from ~1/3 to nearly fully submerged legs), and (5) clear visualization/video.
Project Chrono has multiple “worlds”:
Blender’s built-in physics is primarily for animation/graphics, not validated marine engineering. It can be excellent for visualization (importing motion and force time series), but it is generally not a good choice as the core solver for wave loads + structural dynamics + cable snatch loads. A common workflow is: simulate in Chrono/OpenFOAM/DualSPHysics → export to ParaView or Blender for rendering.
WEC-Sim is widely used and can make great videos, but it is MATLAB/Simulink-centric. It can be very capable for wave energy converter style multibody + moorings, but:
Given your “free/open-source” requirement, it’s reasonable to deprioritize WEC-Sim unless you later decide the productivity is worth paying for.
Legend for “accuracy for your case” (cylinders + pivots + cables + nonlinear waves / changing submergence): High = can be high-fidelity if set up well; Medium = useful for screening/design iteration; Low = likely insufficient for your stated needs.
| Option | Core method | Best for | Accuracy for your seastead case | Time to “first useful sim” (with Claude/Cursor help) | Effort to change to a new geometry | Visualization / video | YouTube examples (search links, not specific videos) |
|---|---|---|---|---|---|---|---|
|
Project Chrono + FSI (SPH) (Chrono::FSI-SPH) |
SPH free-surface fluid + Chrono multibody (joints/constraints) in one framework | Nonlinear waves, large motion, changing submergence; direct coupling to pivots/joints; GPU/CPU capable |
High potential for your “legs go from 1/3 submerged to nearly fully submerged” question. Cable snatch: good if you implement/enable a proper cable model (or couple a line dynamics library). |
2–6 weeks to get: wave tank + floating multibody + constraints + logging tensions reliably. (If you already got Chrono working, likely on the shorter end.) |
Medium: once your pipeline exists (geometry import, constraints, cable definitions), variants are fairly fast. | ParaView output is common; Blender rendering via exported meshes/CSV is straightforward. | Search: Chrono FSI SPH free surface |
| DualSPHysics | SPH free-surface CFD (GPU-accelerated), widely used in coastal/ocean engineering demos | Violent free-surface, wave impact, sloshing, complex body motions; very strong visualization ecosystem |
High for nonlinear wave/body interaction if configured well. For cables with snap loads: you may need coupling or custom implementation (not its main focus). |
1–4 weeks to get a wave tank + floating bodies running. 4–10+ weeks if you must add robust tension-only cable dynamics with failure criteria. |
Medium: geometry changes are easy; adding/changing constraints and custom cable logic is the harder part. | Strong built-in post-processing; ParaView commonly used. | Search: DualSPHysics wave tank floating body |
|
OpenFOAM (e.g., interFoam, olaFlow add-ons, overset meshes)
|
Finite Volume CFD + VOF free-surface (Eulerian mesh) | High-fidelity nonlinear waves, diffraction, viscous drag, slamming; “engineering-grade” CFD when done carefully |
High fluid accuracy potential. Multibody + cables: needs coupling (custom, or external co-sim). Harder to do “tensegrity + snapping cables” cleanly. |
3–8 weeks to get a correct wave tank + 6DOF body motion for simple bodies. 2–4+ months to robustly couple complex multibody + multiple cables with failure logic. |
Medium–High: once the meshing + motion framework exists, geometry changes still require re-meshing and stability checks. | ParaView is first-class for OpenFOAM; Blender possible for rendering. | Search: OpenFOAM interFoam wave tank floating body 6DOF |
| REEF3D | CFD for free-surface waves (often used in coastal engineering), typically VOF/level-set style methods depending on version | Wave-structure interaction, coastal/ocean CFD cases, good at wave generation/absorption setups |
High for fluid/wave physics. As with OpenFOAM: complex multibody joints + cable snatch may require extra work/coupling. |
4–10 weeks for a working wave + floating body setup, depending on familiarity and desired coupling. | Medium once templates exist; still CFD setup-heavy. | ParaView-friendly outputs. | Search: REEF3D wave structure interaction |
|
Proteus (open-source CFD for free-surface) |
FEM/variational-style CFD frameworks (free-surface capable) | Research-grade CFD with Python-driven workflows; can be attractive if you like scripting everything | Medium–High potential, but depends heavily on your setup and the maturity of wave + rigid-body coupling for your exact case. | 4–12 weeks to become productive; longer if you need custom coupling for joints/cables. | Medium if you build parametric Python scripts early. | ParaView compatible. | Search: Proteus CFD free surface waves |
|
Capytaine + MoorDyn (Python workflow) |
Capytaine: linear potential flow (BEM) hydrodynamics; MoorDyn: dynamic mooring/lines (lumped mass) | Rapid iteration, frequency-domain/linear hydrodynamics + realistic line dynamics; great for “many design variants” early on |
Medium for screening. Likely insufficient alone for your “large submergence change + drag-dominated tiny-platform” regime unless you augment with Morison/drag and/or nonlinear corrections. |
3 days–3 weeks to get something useful (this is one of the fastest to first plots). Getting it “trustworthy” for your nonlinear regime is the hard part. |
Low–Medium effort: geometry changes are easy and scriptable; huge advantage here. | You can generate clean videos by exporting motions to Blender/ParaView. (BEM itself won’t “look like CFD”.) |
Search: Capytaine hydrodynamics Search: MoorDyn dynamic mooring simulation |
|
MoorDyn + your own wave loading model (Morison / strip theory / custom) |
Line dynamics (tension-only, snatch loads), plus external forcing you compute | Directly answering: “when do lines go slack, when do snatch loads exceed break strength?” | Medium overall, but can be high for cable loads if wave excitation forces are modeled well. Fluid loads are the weak link unless you calibrate. |
1–3 weeks to a working prototype (fast!). Ongoing calibration/validation effort. |
Low effort to try many geometries because the model is parametric. | Motions/line tensions plot easily; for videos you export body transforms to Blender/three.js. | Search: MoorDyn example simulation |
| MBDyn + external hydrodynamics | Multibody dynamics solver (very good at constraints), often used in wind/turbine/structures; can co-sim with other solvers | Complex joints/constraints + cables/structural dynamics; good candidate if your main focus is mechanical system behavior | Medium unless coupled to a strong wave solver. Excellent for the multibody/cable part; fluid part must come from elsewhere. | 2–6 weeks to become productive for multibody; longer if you build robust wave coupling. | Medium (good once parameterized). | Export results to ParaView/Blender. | Search: MBDyn multibody simulation |
| Blender (physics) | Game/animation physics (rigid bodies, constraints) with artist-oriented solvers | Concept visualization, explainers, “what moves where” at a qualitative level | Low for engineering accuracy in wave loads, damping, and snap tension prediction. | Hours–days to get something moving that looks right. | Low effort for variants. | Best-in-class rendering. | Search: Blender ocean rigid body physics |
If you answer the questions below, I can propose a very specific stack (and a staged plan that minimizes wasted work):
Notes / transparency: I did not paste specific YouTube video IDs because I cannot reliably verify exact URLs offline. The links provided are YouTube search queries that will surface relevant examples for each package.
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