This Geometry Nodes setup demonstrates how to randomly distribute interacting spheres within the bounds of a target mesh. It relies on a Raycast node to constrain the spheres to the interior volume, while a Geometry Proximity node drives the vector math responsible for the simulated collision effects between individual spheres.
Designed primarily as an educational resource, the node tree is kept minimal and avoids complex nested node groups to maximize readability. The blend file includes detailed explanations within the setup, providing a functional baseline that users can dissect, study, or expand upon. It is optimized for EEVEE viewport rendering.