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Egregoria: 3D City Builder without a grid

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Re: Egregoria: 3D City Builder without a grid

#11

Are there any examples of sim games like this being used by real cities? I could imagine it'd be a useful visualization for where tax revenues are generated/utilized at the very least.

I have brought this up a few times, we need a ux on top of open city data so we can run simulations, and compare that with ai outcomes as also compared to actually municipal policy outcomes

Re: Egregoria: 3D City Builder without a grid

#12
post #9
post #6

Earlier quoted context omitted.

I remember a software, where you could take real world streets, run traffic simulations on it, and also make changes to the street layout. Basically, fix the crossing that costs time on your commute every day. I read about it many years ago, sadly forgot its name and a bit of searching didn't make it show up. So leaving this here in hope someone knows what I am talking about and drops a link. I'd like to read up on w…

A/B Street seems like a good candidate. https://github.com/a-b-street/abstreet

Exactly that! Thank you :)

Re: Egregoria: 3D City Builder without a grid

#13
post #3

This looks really good, congrats. > in Rust > Egregoria is an indie city builder, mostly inspired by Cities:Skylines. I tried to find out what techbuilt with and it seems like it's Unity and C# which surprised me a bit, but it's cool to hear.

Why is that surprising? Isn't a typical engine for games?

Re: Egregoria: 3D City Builder without a grid

#17
I wish the dev could work on this full time! What he has accomplished so far is amazing. (Hi Uriopass, if you see this!)

Im working on a game in the same vein: Metropolis 1998, a city builder with real time traffic and interior building views, which you can design yourself if you want. Aesthetically, it's a beautiful throwback to the games I grew up playing as a kid.

https://store.steampowered.com/app/2287430/Metropolis_1998/

Re: Egregoria: 3D City Builder without a grid

#19
post #6

Are there any examples of sim games like this being used by real cities? I could imagine it'd be a useful visualization for where tax revenues are generated/utilized at the very least.

I remember a software, where you could take real world streets, run traffic simulations on it, and also make changes to the street layout. Basically, fix the crossing that costs time on your commute every day. I read about it many years ago, sadly forgot its name and a bit of searching didn't make it show up. So leaving this here in hope someone knows what I am talking about and drops a link. I'd like to read up on w…

Hi! https://a-b-street.github.io/docs/project/history/retrospect... has a summary of where the project went. The original scope of the traffic simulation was too grandiose, and it was hard to influence real decision-making with something so complex and buggy. A/B Street morphed into several simpler tools focused on specific problems (removing through-traffic through an area, estimating uptake of new cycle lanes). I'm focused more on web-based tools for gov use these days, but will get back to simulation someday!

Re: Egregoria: 3D City Builder without a grid

#20

Are there any examples of sim games like this being used by real cities? I could imagine it'd be a useful visualization for where tax revenues are generated/utilized at the very least.

One problem with that idea: sim games almost all (intentionally) model only a tiny fraction of the insane parking requirements in most US cities.
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