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Akihabara Simulation

CodeFactor

A basic demonstration of Unity knowledge. This project simulates entities in a popular street in Akihabara, Japan.

Simulation Simulation inspired by

Components

Cars

Cars drive along the streets and pick a random destination at the intersection. They avoid hitting other cars with a CarView object. They stop at intersections when the "signal" is red. If there is a collision, objects in the intersection will be removed after a short time.

Pedestrians

Pedestrians are spawned out of view. They are agents confined to the sidewalk unless they are allowed to cross the street. They continue walking until they reach a random destination, which should also be out of view. Pedestrians have no collision detection with cars.

Trains

Trains pass by every once in a while. They can be seen in camera position 1 and can be seen in more detail in camera position 3. Camera position 3 reveals that passengers are being loaded and off-loaded when the train pulls into the station.

Knowledge Demonstrated

  • NavMesh Agents and Obstacles
  • Basic camera control

Purpose

By understanding how changing parameters, such as pedestrain density and speed limit, can affect traffic flow in a dense, metro area, the best way to get the most people to their destination can become clear.

Controls

Parameters

  • Speed Limit (max. speed for cars)
  • Pedestrian Spawn Rate (how often agents spawn)
  • Signal Interval (interval for traffic signals)
  • Time Scale (speed of everything in project)

Camera Positions

Changes the position of the user's view. Position 3 gives a better view of the train and the passengers.

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A simulation of a street in Akihabara

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