Every neuron is simulated with its dendrites. Each cell has up to 31 dendritic compartments carrying voltage toward the soma, NMDA plateau spikes, a back-propagating action potential, short-term plasticity, STDP and memory consolidation, as in Dendrite Garden. All of it runs on the GPU.
Neurons only fire when pushed: by ambient input, by their neighbours, by pacemakers or by your tools. Homeostasis nudges each cell toward its target rate but never far enough to fire on its own, so with Ambient input at 0 the tissue goes quiet.
Each neuron grows one axon, a branching tree that reaches out to the cells it contacts. A spike leaves the soma, splits at every branch point and races down all branches at once; the sparks you see are those spikes.
Cell types (the Cells button, or Edit network) set who is in the tissue, how each type fires, what it looks like and who it wires to. The stain works like a Golgi stain: everything simulates, but only a fraction of cells are drawn. The View tab sets how much of each part is shown.
Keys: O orbit, S excite, P pace, I probe, L lesion, W light, Z sleep, R spin, C cell types, Space pause, H hide panels. Right-drag pans in Orbit and rotates with other tools.
Synchronised activity can flash. Lower Trails and Speed if you are sensitive to flicker.
The original: Dendrite Garden.