SimBee
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SimBee

A honeybee colony simulation that lets you experience the hive from two sides at once -; managing the colony as a whole, and flying along as a single bee in a superorganism where 60,000 individuals coordinate through dance, pheromones, and collective intelligence.

Exploring Started: 2026 Updated: May 2026

Overview

SimBee drops you into the world of Apis mellifera from both the colony-management and the individual-bee perspective. From the god-view you steer the whole hive -; brood, foraging, defense, seasons. Then you can swoop down and follow a single bee through the swarm, or step inside the hive to watch comb get built, brood get raised, and the queen do her work. The pitch is that a colony is a genuine superorganism: no bee is in charge, yet tens of thousands of them coordinate through the waggle dance, pheromone signals, and collective decision-making.

It doubles as an educational tool -; there's a user manual that's also a field guide to bee biology, plus a teacher guide -; so the science (castes, the dance language, hive architecture, seasonal cycles, diseases and parasites) is meant to be real, not just flavor.

How It Works

SimBee began as a Godot/C# project and is now a browser/WebGL build. It's one HTML shell plus a handful of plain-JavaScript modules that each hang themselves off a global SB namespace -; no framework, no bundler, no build step. Open SimBee.html and it runs.

  • Rendering is three.js (r128), loaded from a CDN by a failover loader that tries three mirrors before giving up -; the only external dependency.
  • Modules split cleanly: a world (sky, terrain, hive, flowers, weather, seasons), the outdoor swarm and its flight-AI state machine, a separate hive-interior scene, a camera rig with orbit / first-person / follow modes, and a click-a-bee inspector.
  • State autosaves to localStorage, so reloading resumes your colony.

Current Status

Playable on the web and documented, but still a work in progress -; the game design and bee science carried over intact from the Godot version; the web port is where the controls, UI, and a few systems are still settling.

  • Live web build plus a reconciled user manual and teacher guide.
  • Colony management, foraging, the waggle-dance communication system, seasons, threats, and a research/upgrade track are all in.
  • Marked WIP -; the port is the moving target, not the underlying simulation.