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Rod Mamin
Rod Mamin
MDP-248Q2 202615 April 2026
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Proposal

Abstract

LunCoSim is a web-based lunar colony simulator for collaborative mission engineering. Unlike games or single-robot simulations, it's an engineering tool that lets multiple users worldwide control rovers on the Moon surface in real-time — with realistic physics and command interfaces. Built with Rust and Bevy for precision and scalability, it serves MoonDAO's mission of democratizing lunar exploration.

Video of early version: https://youtu.be/JAa6iCbfLNA

Link to the repo, Apache 2 licence: https://github.com/LunCoSim/lunco-sim/

Specification & Roadmap: https://github.com/LunCoSim/lunco-sim/tree/main/specs

Godot-based Alpha: https://alpha.lunco.space

OpenMCT based MCC: https://alpha.lunco.space/mcc/index.html

Godot Repository : https://github.com/LunCoSim/lunco-sim-godot

Problem

Sending robots or people to the Moon is extremely difficult and risky. Right now, the tools used to plan these missions are so expensive and complicated that only a few "experts" can use them. This creates a big problem: if we make even one tiny mistake because we couldn't practice or check our math properly on a normal computer, the whole mission could break. We need a way for everyone to practice and plan missions safely so we know they will work before we ever leave Earth.

Lessons Learned

I've been building the sim for a while. Alpha version is available at alpha.lunco.space.

Initial version was built on Godot, as Godot is the only AAA opensource Game engine. Now there are several entities (characer, spacecraft, rover) that can be controlled directly or via API (and even MCP) by several people in the same simulation, possiblity to run Modelica models. However with time it's become clear - Godot architecture is not suitable for such simulations:

Other popular engines like Unity & Unreal are:

Robotics simulators:

Why Rust and Bevy

Rust is a low level language. It's really hard to use it, however nowadays with AI it's no longer a big deal, but it provides tons of computation power and easy parallelization. It also has developed infrastructure with libraries for things like:

  • Astrodynamics
  • Modelica (one of the best across all languages!)
  • Solar System scale coordinates management
  • And tons of others

Bevy is a framework built on a paradigm called ECS. This paradigm is great for simulations, and naturally emerges when you start building huge simulations. It's significantly different from OOP, however cosimulations are much easier to do with it, as well as simulating thousands of objects (what we need to simulate the Lunar City).

Also Bevy is heavy modular, and naturally it's visual part is decoupled from simulation part (which is crucial for simulations, to run without visuals you just do not include Plugins)

Solution

The "Zero-Barrier" Simulator

We are building this with Rust and Bevy because they provide a unique combination of accessibility and precision that others lack:

  • Zero-Install (vs. Unreal/Gazebo): Unreal and Gazebo require massive downloads and complex setup. Bevy allows us to deliver a high-performance, near-native experience directly in a web browser. Anyone can join the mission instantly.
  • Accessible to All (vs. Omniverse): Omniverse requires expensive NVIDIA RTX hardware. Our Rust-based architecture is optimized to run on regular laptops, ensuring that lunar exploration is not limited to those with high-end PCs.
  • Mission-Critical Safety: Rust is the gold standard for high-fidelity engineering. It eliminates the memory crashes common in C++ engines, ensuring our simulations are as reliable as the actual hardware.
  • AI First: The architecture is built with the idea of input-independent pipeline. BOth Users and AI via MCP can use exactly the same interface to control simulation

Benefits

The goal of MoonDAO is to settle the Moon. An interactive simulator that allows several people to work together is the key tech for decentralized organization to make it happen.

With such a tool MoonDAO will be able to start preparing people for the Lunar surface, and charge companies/people for simulations!

  • Mission Design for MoonDAO: Directly architect, layout, and stress-test the LORS base and Rucheyok rover in a shared 3D workspace. This ensures every screw and solar panel is in the right place before we spend a dollar on hardware.
  • Student Training & Education: Launch an elite educational platform where students worldwide can learn lunar physics, orbital mechanics, and remote operations using real engineering data.
  • Collaborative Training (Revenue Potential): Create a sustainable revenue stream for the DAO by hosting "Mission Certification" events and collaborative training sessions where members and external partners can pay for professional-grade lunar simulation experiences.

Risks

  • Math vs. Playability: Professional-grade simulation can be overwhelming for new students or community members. Mitigation: We will develop "Mission Dashboards" that translate complex physics into intuitive visual signals—turning difficult math into an engaging and educational mission experience.
  • Ecosystem Immaturity: The open-source lunar simulation ecosystem is still in its infancy, and some specialized components may not exist yet in the Rust registry. Mitigation: We will "vibecode" any missing modules—rapidly prototyping and building our own native Rust components to fill the gaps, ensuring the simulation never hits a technical dead end.

Roadmap

Objectives

You can write as many OKRs as you think are needed. One focused goal is preferred instead of many. OKRs should use SMART principles (Specific, Measurable, Achievable, Relevant, and Time-Bound).

Objective #1: Run distributed rover mission simulation

Key Results for Objective #1:

  • On-surface missions simulation for 3 people, they have to control one rover using commands/telemetry

Member(s) responsible for OKR and their role:

  • Rod

Objective #2: Planetary scale simulation

Key Results for Objective #1:

  • Can spawn rovers on the Moon surface and seamless transition between orbital and surface view

Member(s) responsible for OKR and their role:

  • Rod

Objective #3: CoSimulation & 1D simulations with Modelica

Key Results for Objective #1:

  • Possiblity to express how internal systems work in Modelica, e.g. thermal model os the rover created with Modelica and attached to a rover

Member(s) responsible for OKR and their role:

  • Rod

Team (Table A)

Project Lead: Rod Mamin

Project Lead@DiscordUsername
Initial TeamRole 1: "Developer" @IonRod. Will develop the sim.
Multisig signers1.

Team Bios

Please include a quick paragraph bio for each member of the team and multisig. If someone is on both the team and multisig then just reference the team bio.

Project Lead: Rod Mamin, Founder of LunCo.Space, is spearheading the development of an open-source lunar base. The initial phase involves creating a platform for decentralized space mission design.

After earning his Master's in Math and Computer Science in 2013, Rod committed his career to lunar exploration.

His professional journey in the space industry began in 2018. He played a pivotal role in the 435nm project, successfully crowdfunding for a photobioreactor designed for a closed-loop bioregenerative life support system. Later that year, he joined the UK-based company Spacebit as COO.

At Spacebit, Rod's responsibilities encompassed operations and systems engineering. He was instrumental in designing Asagumo, the first walking rover for the Moon. Additionally, Rod engineered an artwork for Sacha Jafri, which was launched to the Moon aboard the Peregrine Lander.

Rod is a strong advocate for decentralized technologies, believing they are key to enabling global participation and shared benefits from space exploration and cosmic resources.

Twitter: https://x.com/0xionrod

Linkedin: linkedin.com/in/rod-mamin-2a48a12b/?skipRedirect=true

Wallet: 0xa64f2228ccec96076c82abb903021c33859082f8

Discrod: ionrod

Timeline (Table B)

Days after Proposal PassesDescription
30Working browser
60Rovers and base building
90Network mode

Deadline for the project: End of Q2.

Budget (Table C)

These are fixed costs to make your project happen. This might also include bounties that you'll make inside of the DAO (it's recommended to have some amount allocated for bounties or competitions), or specific work that must be contracted out to complete the project. Please provide links to quotes where possible. The total may be expressed in any token, however funding amount will be sent in ETH or MOONEY based on current prices at the time of the transaction being created. Proposal budgets must be less than or equal to 1/5 of the total quarterly budget.

DescriptionAmountJustification
Fulltime working on sum for for 3 month, $800$2400To build such a tool I have to work fulltime. For that I need food and accommodation to focus on building
Claude Code$300Testing, content creation, etc.
Server with GTX 1660 Ti for collaborative simulations, 6 months$300Minimalistic GPU to be able to stream video/photo for full immerse with basic quality
Total$3000
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Meet the Team

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