Idle and logistics management games frequently suffer from generic 2D spreadsheets disguised as games. When designing Waybill, my goal was to combine the addictive progression loops of supply-chain logistics with tactile, miniature 3D dioramas powered by Apple's RealityKit engine on iPadOS.

Here is a technical overview of how RealityKit, physics dispatch, and mathematical balance modeling came together.

1. Why RealityKit on iPadOS?

Traditionally, games on iOS are developed using third-party engines like Unity or Godot. However, RealityKit provides substantial advantages for native Apple platforms:

2. Five Dynamic Regions, Hand-Crafted Dioramas

In Waybill, progress moves through five distinct topological regions, each introducing unique physical constraints and vehicle dynamics:

Supply Source ──► Processing Hub ──► Intermodal Transit ──► Market Destination
  (Mining/Agri)     (Manufacturing)      (Ship / Train)          (Metropolis)

3. Real-Time Physics & Procedural Scheduling

Vehicles in Waybill are not simple prerendered animations; they are physics-enabled entities adhering to velocity, mass, braking curves, and collision bounds. When a cargo ship berths in Harbour City, quay cranes calculate inverse-kinematic paths to unload containers into waiting truck bays. If a bottleneck occurs, trucks queue physically along the highway, giving immediate visual feedback on logistical inefficiencies.

4. Rigorous Balance Simulation

An idle game lives and dies by its mathematical pacing. To ensure a playthrough takes approximately two and a half weeks of organic play (three short daily sessions, idle accumulation in between), the entire economy was modeled in Python (balance.py) simulating progression curves, cash-flow velocity, and upgrade costs before committing a single line of game code.

Explore Waybill

Waybill is fully open-source under the MIT License: