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Gaming & SimulationCase study

SubTerra

Modern Ant Colony Simulation Built with Bevy ECS

Built with
RustBevy ECSWebAssemblyWGPUbevy_egui

Inside the project

01 / 01

SubTerra

SubTerra1 / 1

SubTerra

SubTerra

The brief

A problem worth
building around.

Classic ant colony simulations are either oversimplified browser toys or academic papers. No modern game captures the depth of SimAnt with today's rendering and simulation capabilities.

Our approach

Engineered a full ECS-based simulation in Rust using Bevy, where thousands of ants exhibit emergent behavior through pheromone trails, resource gathering, and colony defense. Parallel systems spread the work across multi-core CPUs to keep the simulation running in real time at scale.

The experience

What it lets
people do.

The capabilities that turn the underlying engineering into a usable product.

  1. 01

    Pheromone-based pathfinding

  2. 02

    Colony resource management

  3. 03

    Predator-prey dynamics

  4. 04

    Terrain generation

  5. 05

    Multi-colony warfare

  6. 06

    WebAssembly deployment

Project record

What came out of it.

  • Thousands of simultaneous entities at 60 FPS

  • Emergent colony behavior via pheromone system

  • Parallel ECS systems for maximum CPU utilization

  • WebAssembly build for browser deployment

Thousands simultaneous
Entities
60 FPS
Frame Rate
Massively parallel
Systems
Native + WASM
Build

Under the hood

Data-oriented ECS architecture with parallel system execution and WGPU rendering pipeline

frontend
backend
service
ai
System schedulingRender pipelineState queriesBehavior updateAsset loadingComponent writes
Bevy App
ECS runtime
ECS World
Entities & components
Render Pipeline
WGPU renderer
UI (bevy_egui)
Debug & control panel
AI Systems
Pheromone & behavior
Asset Loader
Sprites & audio

Data-oriented ECS architecture with parallel system execution and WGPU rendering pipeline

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