Hi, I'm the author of this little Web Audio toy which does physical modeling synthesis using a simple spring-mass system.
My current area of research is in sparse, event-based encodings of musical audio (https://blog.cochlea.xyz/sparse-interpretable-audio-codec-pa...). I'm very interested in decomposing audio signals into a description of the "system" (e.g., room, instrument, vocal tract, etc.) and a sparse "control signal" which describes how and when energy is injected into that system. This toy was a great way to start learning about physical modeling synthesis, which seems to be the next stop in my research journey. I was also pleasantly surprised at what's possible these days writing custom Audio Worklets!
I used to do some web audio and tonejs works, but later switched to rust and glicol for sound synthesis.
For example, this handwritten dattorro reverb:
https://glicol.org/demo#handmadedattorroreverb
This karplus-stress-tester may also be interesting to you.
https://jackschaedler.github.io/karplus-stress-tester/
In short, I think to study more powerful physics synthesis, you need to consider the technology stack of
- rust -> wasm - audioworklet - sharedarraybuffer
Visual can rely on wgpu. Of course, webgl is enough in this case imho.
If it is purely desktop, you can consider using the physics library in bevy.