We often get orders for mobile simulators – from farming timer games to full-scale physical simulations of transport or construction. They all share one thing: complex interconnected systems that must work in sync and provide a "living" world feel even when the app is closed. We develop such projects turnkey: from concept to store release.
How to ensure offline progression without data loss?
The main technical feature of simulators is offline progression. The player returns after 8 hours, and events should have occurred: crops ripened, resources generated, production chains completed.
A naive approach: on app open, run a loop with deltaTime step and calculate everything from the last save. This works for simple systems. For complex interdependencies (resource A needed for B, B for C, and A may run out mid-period), you need discrete simulation with a fixed tick.
Follow these steps:
- Save
lastTickTimestamp and game state each tick.
- On resume, compute
missedTicks = (now - lastTick) / tickInterval.
- Run simulation for
missedTicks steps with tickInterval (e.g., 1 minute). Each tick is deterministic: apply production, consumption, events.
- Limit
maxOfflineTicks (e.g., 8 hours = 480 ticks); overflow is lost or accumulated in a buffer.
| Method |
Complexity |
Performance |
Suitable for |
| Simple loop on open |
Low |
High |
Simple linear processes |
| Discrete simulation with ticks |
Medium |
Medium |
Interdependent chains |
| Hybrid (ticks + triggers) |
High |
Low |
Very complex event-driven systems |
For games with market economy (prices change every 15 minutes) we use a hybrid approach: ticks for base production and separate events for external influences. This reduces CPU load by 30% compared to full simulation.
Physics in transport and construction simulators
For physical simulators (bus, crane, road construction) in Unity we use Configurable Joint for complex articulations + Rigidbody.AddForceAtPosition for physically correct control. Standard WheelCollider is good for basic car physics, but its limitations quickly appear for non-standard vehicles.
Important: physical simulators with many Rigidbody (30+) on scene require tuning Physics.simulationMode. Using SimulationMode.Script (manual call Physics.Simulate(fixedDeltaTime)) gives precise control over step order – critical when physics combines with game logic.
On Android, physics with Vulkan and ARMv8 is significantly faster due to NEON SIMD optimizations in PhysX – achieving up to 2x speedup over OpenGL ES 3.0. If targeting low-end Android with OpenGL ES 3.0, limit active rigidbody count via Sleep Threshold and Rigidbody.IsSleeping().
| Parameter |
Vulkan / ARMv8 |
OpenGL ES 3.0 / ARMv7 |
| Physics speed |
High (NEON SIMD) |
Medium (no NEON) |
| Max active Rigidbody |
60+ |
30 |
| Recommended simulationMode |
Automatic or Script |
Script with manual control |
Why agent-based model fits management simulators?
For tycoon simulators (restaurant, airport, hospital) – agent-based model. Each NPC is an autonomous agent with Behaviour Tree or Utility AI. Unity NavMesh Agent for movement, custom task system for actions (take order, deliver, clean).
For 50+ agents, switch to ECS-based agents via Unity DOTS: positions and states in NativeArray, path calculations via Job System. Unity DOTS – official package for ECS. DOTS agents are up to 5x faster than MonoBehaviour agents for 100+ NPCs. NavMesh Agents on DOTS are still in preview, but for 2D isometric simulators, custom tile navigation with A* Pathfinding Project (Aron Granberg's A* Pathfinding Project) gives 3x better performance.
Example: waiter behavior in restaurant simulator
Agent: waiter. Behaviour Tree:
- Take order (move to table, receive order)
- Deliver order to kitchen (move to kitchen, pass order)
- Pick up ready dishes (move to serving area, take tray)
- Serve dishes to customers (move to table, give tray)
- Clear dishes (move to table, take plates)
Parallel: if free – take new order. If customer leaves without paying – call manager.
Saving complex state
Simulators with hundreds of objects and their states – hundreds of kilobytes of save data. Unity's JsonUtility can't handle complex object graphs. We use Newtonsoft.Json with custom converters or MemoryPack for binary serialization (5–10x faster for large volumes). Autosave via UniTask.Delay on background thread – serialize in Task.Run, write to disk in UniTask.SwitchToMainThread with minimal impact. Crash during write must not corrupt existing save – write to temp file, then atomic rename.
What's included
- Concept document with architecture and metrics.
- Prototype of key mechanics (offline simulation, physics, agents).
- Full code with comments and README.
- Build instructions (iOS/Android).
- Post-release support – bug fixing, optimization, updates for new OS versions.
Timeline and cost
Development timeline: from 4 months for simple simulators to 15 months for complex projects with physics. Cost is calculated individually – contact us so we can assess your project within 2 days. Typical budgets start at $15,000 for a basic simulator, with proven results from 7+ years of experience and 15+ projects in stores.
We guarantee high-quality work and transparent communication. Reach out – we'll discuss your simulator details. Get a consultation for your project right now.
How to choose cross-platform development: Flutter, React Native, or KMM?
We often work with startups that need two apps—iOS and Android—with a budget for one team. Or corporations that want to release an internal tool in three months on both platforms. Cross-platform development solves a specific economic problem: one codebase instead of two. The question is not 'cross-platform or native'—it's 'which tool for which task.'
Each framework dictates its own stack and imposes limitations. An incorrect choice leads to rewriting the project in six months—we've seen it many times with clients who came to us after a failed first attempt. Therefore, before starting, we conduct an audit of technical requirements and team expertise. With 8+ years of cross-platform experience and 50+ delivered apps, we know the pitfalls firsthand.
The three main players now: Flutter, React Native, and Kotlin Multiplatform Mobile. They solve different problems and are poorly compared head-on. Below, we'll break down how to choose the best option for your project.
How do we choose the technology? 4 steps
-
Requirements analysis — list of native APIs, need for offline work, branded UI or standard.
-
Team assessment — expertise in Dart, JavaScript/Kotlin, availability of an iOS developer.
-
Proof-of-concept — implement a critical scenario on the chosen stack in 2–3 days.
-
Final decision — based on performance benchmarks and maintenance cost.
Case from our practice: a fintech startup needed an MVP on both platforms in 10 weeks. Their team had deep React experience, so we selected React Native. The app passed App Store and Google Play review on the first submission, and they launched on schedule. That choice saved 4 weeks compared to training for Flutter.
Comparison of Flutter and React Native: under the hood
Rendering model
Flutter renders UI independently via the Impeller engine (replaced Skia starting with version 3.10). The platform only provides a canvas—Flutter draws every pixel itself. This means:
- Pixel-perfect on all platforms. The same widget looks identical on iOS and Android—good for branded apps, bad if you need a 'native' look on each platform.
- No dependency on OS version. Material 3 in Flutter works the same on Android 8 and Android 14. System Android components are not involved.
- Platform channels for native code. Access to camera, Bluetooth, NFC—via
MethodChannel or EventChannel. flutter_camera, flutter_blue_plus are wrappers over platform channels.
React Native uses native platform components. <View> on iOS is UIView. <Text> is UILabel. This means:
- Native look and feel without extra effort.
- New Architecture (Fabric + TurboModules) with JSI removed the JSON bridge between JS and native code. Synchronous calls work without serialization. This is critical for animations and gestures.
- React Native Reanimated 3 runs worklets on the UI thread—animations at 60/120 fps without blocking the JS thread.
Performance in practice
For most business apps, the performance difference between Flutter and React Native New Architecture is imperceptible. The difference appears in edge cases.
Flutter is slower when interacting with platform APIs via platform channels—each call is asynchronous, with data serialization overhead. google_maps_flutter renders the map via PlatformView—a native UIView/View embedded in the Flutter tree. Before Impeller, this caused performance issues (Hybrid Composition vs Virtual Display). With Impeller, Flutter renders UI 2–3x faster on low-end devices compared to Skia, and PlatformView performance improved by 40%.
React Native is slower in scenarios with heavy JS logic on the main thread. Parsing large JSON, complex computations—these block the JS thread and appear as UI freezes. Solution: Hermes (JS engine optimized for RN) + offloading computations to a native module or react-native-workers. With Hermes, cold start time is reduced by 30–40% compared to JavaScriptCore—that's 2x improvement on older devices.
Ecosystem and maturity
| Parameter |
Flutter |
React Native |
| Language |
Dart |
JavaScript / TypeScript |
| Package manager |
pub.dev |
npm / yarn |
| Major companies |
Google, Alibaba, BMW |
Meta, Microsoft, Shopify |
| Hot reload |
Yes (stateful) |
Yes (Fast Refresh) |
| Desktop (macOS, Windows) |
Yes (stable) |
Experimental |
| Web |
Yes (CanvasKit / HTML) |
Partial (via React) |
| APK/IPA size |
~6 MB base |
~4 MB base |
Dart is a barrier to entry for teams with a JS/TS background. It's possible to learn basic Dart in a week, but shifting your mindset to Flutter widgets and widget tree takes longer.
TypeScript in React Native is the de facto standard. A team with React experience becomes productive faster.
When to choose Flutter?
- Need a unified branded UI on all platforms (iOS, Android, Web, Desktop).
- Team is ready for Dart.
- Lots of custom animation and custom UI—Flutter is more predictable.
- The app is not tied to specific native APIs.
When to choose React Native?
- Team has React/TypeScript expertise.
- Need native look and feel.
- Heavy use of native components (Maps, Camera with native capabilities).
- Sharing code with React web via monorepo.
Kotlin Multiplatform Mobile: a different story
KMM solves not a UI problem, but the problem of business logic duplication. The concept: write business logic, networking, caching, validation once in Kotlin. iOS receives a .framework via Kotlin/Native, Android uses the library directly. UI on each platform is native.
// Shared Kotlin code — works on iOS and Android
class UserRepository(
private val httpClient: HttpClient, // Ktor
private val database: AppDatabase // SQLDelight
) {
suspend fun getUser(id: String): User {
return database.userQueries.selectById(id).executeAsOneOrNull()
?: httpClient.get("$BASE_URL/users/$id").body<User>().also {
database.userQueries.insert(it)
}
}
}
Ktor — HTTP client for KMM (works on iOS via Darwin engine, on Android via OkHttp). SQLDelight generates a typesafe Kotlin API for SQLite, works on both platforms.
Real limitations of KMM
Coroutines on iOS: suspend functions from shared code are called through automatically generated wrappers. SKIE (Swift/Kotlin Interface Enhancer) from Touchlab significantly improves the Swift interface: async/await instead of callbacks, AsyncStream for Flow. Without SKIE, working with coroutines from Swift is inconvenient.
Compose Multiplatform: JetBrains is developing Compose for iOS — UI in Compose works on iOS via Metal. This blurs the line with Flutter: one Compose code for both platforms. Status today: Beta, with early adopters in production (Touchlab, JetBrains own products), but stability is lower than Flutter.
Complexity of iOS integration: XCFramework from KMM module is added to an Xcode project. SPM integration exists and works. But iOS developers must understand the Kotlin API and memory management rules via Kotlin/Native (ARC + Kotlin GC work together, which is not always obvious).
When KMM is justified
The company already has mature iOS and Android teams that duplicate business logic. Switching everything to Flutter or React Native is too radical. KMM allows starting small: extract networking and models into shared code, keep UI native. Gradual migration without rewriting everything.
Typical mistakes in technology selection
Choosing Flutter "because it's a single codebase" for an app heavily reliant on native APIs (custom camera, BLE, background processing). Implementing these via platform channels adds complexity that eats up the development speed advantage.
React Native without understanding the JS thread. Heavy operations on the JS thread cause visible freezes. This is solvable, but requires understanding the architecture—otherwise the app will perform worse than native.
KMM without an iOS developer on the team. Shared Kotlin code requires an iOS engineer who integrates the framework into Xcode, writes SwiftUI on top of KMM APIs, and debugs Kotlin/Native crashes.
What is the development process and timeline?
A cross-platform project goes through the same stages as a native one: requirements audit → stack selection → design → development → testing on real devices of both platforms → publication in App Store and Google Play → support.
Testing on real devices is not optional. An emulator does not reproduce memory issues on budget Android phones and does not show differences in gesture behavior on iOS. We test 40+ scenarios on at least 5 real devices covering both OS versions.
| Project Type |
Flutter |
React Native |
| MVP (8–12 screens) |
7–12 weeks |
7–12 weeks |
| Medium (20–30 screens) |
3–5 months |
3–5 months |
| Complex (native integrations, AI) |
5–8 months |
5–8 months |
Budget savings compared to two native teams can be up to 40–50%. The cost is calculated individually after analyzing the stack and requirements.
What's included in our work
- Technical audit and stack selection for your project.
- Architecture design (clean architecture, MVVM, BLoC/Redux).
- UI development according to design mockups for both platforms.
- Integration of native modules (camera, geolocation, push notifications).
- CI/CD setup (GitHub Actions, Codemagic).
- Testing on real devices (iOS/Android) — at least 40 scenarios.
- Preparation and publication in App Store and Google Play following guidelines (App Store Review, Google Play Policy).
- Technical support for 3 months after launch.
- Handover of source code, documentation, and access — all turnkey.
We'll evaluate your project in one day—get a consultation on stack selection. Order turnkey development and receive a cross-platform app within the agreed timeline, backed by our experience and guaranteed milestones.