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A/B Street: A simulation game to fix Seattle's traffic

abstreet.org

11–20 of 89 posts

Re: A/B Street: A simulation game to fix Seattle's traffic

#11

Hi, author here. Previously posted to HN ( https://news.ycombinator.com/item?id=21763636 ). I just released alpha -- check out this cheesy trailer ( https://www.youtube.com/watch?v=LxPD4n_1-LU ). Happy to answer questions! And if you're serious about running this in your city, the importing process has improved greatly since December, so get in touch.

Minor issue I noticed: whenever I launch the app on Windows, the mouse hit-targeting is off vertically by ~40 pixels. Resizing the window makes the problem go away for the rest of the session. I'm on Windows 10, 1920x1080, and I haven't modified scaling/DPI settings.

Re: A/B Street: A simulation game to fix Seattle's traffic

#12
If you like this game consider checking out Cities Skylines. Traffic is a major part of the game. With the vanilla edition you can already do a lot, but if you want to route lanes you need the traffic manager mod https://steamcommunity.com/sharedfiles/filedetails/?id=16376...

Re: A/B Street: A simulation game to fix Seattle's traffic

#13
post #9

This project is wicked cool, and I almost missed that they built it using Rust. I like the language a lot, and I think something like this is a sign of it moving towards real maturity, where the utility of the programs starts outshining the method of its construction. I'll be really curious to see if any project proposals end up citing this over the next couple years as an impetus for starting to experiment with diff…

Didn’t notice either, I’m aware of rust but I’ve not seen bigger codebase in it, will have pull it and have a nosy.

Thanks for pointing out that it’s in rust.

Re: A/B Street: A simulation game to fix Seattle's traffic

#15

Hi, author here. Previously posted to HN ( https://news.ycombinator.com/item?id=21763636 ). I just released alpha -- check out this cheesy trailer ( https://www.youtube.com/watch?v=LxPD4n_1-LU ). Happy to answer questions! And if you're serious about running this in your city, the importing process has improved greatly since December, so get in touch.

It's like SimCity for a real city!

I tried the Windows version and some of the UI controls don't respond to mouse clicks, e.g. home and gear button in bottom left, speed controls and dropdown. I noticed the target areas for them are about 90px below where the buttons are painted. So when I click the checkbox to show/hide Bus, it actually turns on and off the one for Car. I'm on v0.2.0b and the client area of my game window (excluding titlebar, edges) is about 2560x1520.

Some elements, like the dropdowns at the top (Sandbox map and traffic setting) work ok.

EDIT: Looks like schemescape beat me to reporting this. I'd love to know if this was just a dumb "programmer-oops" or if there's an opportunity for the language/libraries/framework to better funnel code toward correctness.

Re: A/B Street: A simulation game to fix Seattle's traffic

#16
post #12

If you like this game consider checking out Cities Skylines. Traffic is a major part of the game. With the vanilla edition you can already do a lot, but if you want to route lanes you need the traffic manager mod https://steamcommunity.com/sharedfiles/filedetails/?id=16376...

Cities Skylines with the traffic manager mod is a great way to spend a whole lot of time if you are bored. It’s surprisingly fun to try to optimize traffic.

Re: A/B Street: A simulation game to fix Seattle's traffic

#17

Hi, author here. Previously posted to HN ( https://news.ycombinator.com/item?id=21763636 ). I just released alpha -- check out this cheesy trailer ( https://www.youtube.com/watch?v=LxPD4n_1-LU ). Happy to answer questions! And if you're serious about running this in your city, the importing process has improved greatly since December, so get in touch.

Minor issue I noticed: whenever I launch the app on Windows, the mouse hit-targeting is off vertically by ~40 pixels. Resizing the window makes the problem go away for the rest of the session. I'm on Windows 10, 1920x1080, and I haven't modified scaling/DPI settings.

https://github.com/dabreegster/abstreet/issues/65

Thanks for reporting! I'll try fixing this blind (no Windows machine handy) and send a new build; it'd be great if someone could confirm it.

Re: A/B Street: A simulation game to fix Seattle's traffic

#18
post #8

How much would be involved to adapt this to other cities?

https://github.com/dabreegster/abstreet/blob/master/docs/new...

Biggest barrier is lack of trip demand data. If you come up with how many people leave from building1 to building2 at time T using some mode of transport, then this can work.

Re: A/B Street: A simulation game to fix Seattle's traffic

#19
In the real world, how is traffic routed? I often wonder what controls obviously inefficient intersections and how easy or hard it is to fix that.

I assume that there are software systems that take in schedules and various inputs (cameras, magnets, crosswalk buttons) but I'm curious if anyone works in the field and would talk about their experience.

Re: A/B Street: A simulation game to fix Seattle's traffic

#20

Hi, author here. Previously posted to HN ( https://news.ycombinator.com/item?id=21763636 ). I just released alpha -- check out this cheesy trailer ( https://www.youtube.com/watch?v=LxPD4n_1-LU ). Happy to answer questions! And if you're serious about running this in your city, the importing process has improved greatly since December, so get in touch.

It would be awesome to see you model some real changes that the city has made over the last few years, and see how closely the "predictions" made by your model match up with the observed data! The big one is the viaduct closure, but even little changes that you saw in your own experience, like "Bus lane now extends for two more streets," could be really informative.
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