So we start with road networks - an arbitrary choice, perhaps, but it's an important part of realistic city simulation and is probably the more complicated of the network types we have to create. This is because, unlike say rail or air that have fixed entry/exit points (stations and airports), a car driving along the street can stop at buildings along the street.
And that statement has somewhat given the game away - individual cars will be simulated with individual departure points and individual destinations. Overcoming the performance issues of this has caused the largest headaches for the past month or two, but I made it in the end! Not only that, but we'll also be simulating driver behaviours on roads, such as:
- overtaking
- tailgating
- individual speed decisions
The roads will also come with several static properties attached to them, such as:
- number of lanes
- maximum speed
- surface properties (e.g. initial quality of surface, etc.)
- surface quality - the more cars that drive over it, the more the surface degrades and the harder it is to drive over. Might be restored by some form of re-surfacing...
- friction - if weather is simulated, then rain or ice might also make it harder to drive, influencing the driving behaviour of road users.
I should point out that I'm now programming a lot of this while I type. I'll want to show things off to you folks during development. Question is, could you cope with really horrible and crude graphics while I get the underlying detail good? If not, I'll sort out some nicer 3D stuff for the journey - but I might ask if any of you know anyone who can do some 3D graphics work! Let me know!
Cheers,
Fred
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