Welcome to the Simulo landing page!

Simulo is an upcoming 2D physics simulation sandbox by Carroted. It's being written in Rust, using the Box2D v3 physics engine. We are also using the Bevy game engine.

Project Status

In active development

Simulo is in a state where we have powerful in-game Lua scripting which we have used to make a platformer game, a 3D renderer, Tetris, etc. We can also use in-game tools to build vehicles, buildings, etc. Development is going really well!

Estimated release
Probably sometime in 2025

For real-time updates, join the Simulo Discord.

Throughout its history, Simulo has had 3 rewrites. Here is a table of the Simulos:

Name Status Year Description Fate Link
Simulo Unity Unsupported 2021 First version of Simulo, written in Unity. It was very simple, but was packed with fun features like ragdolls, lasers, thrusters, and more. Unity was very limiting, and the project would not have been able to develop in the way I wanted it to with that engine. Thus, I decided to try to rewrite it as a web game. Try it
Bimulo Unsupported 2022 Second version of Simulo, initially written in JavaScript, but later migrated to TypeScript. It was a lot more advanced than the Unity version, and introduced many of the features of Algodoo. This version was exclusively a web game, and thus desktop versions would've been Electron apps. The codebase was a mess, and the game was slow. I decided to rewrite the engine with what I learned from Bimulo. Try it
Simulo NT Unsupported 2023 Third version of Simulo, a rewrite of Bimulo. Simulo NT's custom web engine was a modular multiplayer-driven engine with a plugin-based architecture, where every aspect of a game is defined with plugins. NT introduced faster physics and rendering, as well as a new UI.

While development was much faster in this engine and the codebase was a pleasure to work with, the game was too stuttery. These random stutters seemed to just be a web limitation that might not be possible to remove. In addition, the new physics engine used (Rapier) was unstable and crashing frequently.

Lastly, NT failed to address some of Bimulo's problems, like desktop and mobile versions. As a web game still, desktop versions would've been Electron apps, while people were looking for a desktop app like Algodoo.

For all these reasons, I decided to rewrite Simulo for the final time, this time in Rust as a native Bevy app.

Try it
Simulo Next In active development 2024+

The final Simulo, in a full Rust rewrite. It is split into two parts: a Simulo runtime, and a Bevy client.

The runtime is just a layer over Box2D to add save/load, Lua scripting, etc. The client will use the runtime and support desktop, and later mobile.

Simulo Next is currently in development, and with the runtime being separate from the client, there will never be a need to rewrite again.

Simulo Next will be supported for a very long time, and I intend on publishing it to Steam.

None yet

Check out the FAQ if you still have questions, or join the Simulo Discord.