Transportation planning and traffic simulation software for creating cities friendlier to walking, biking, and public transit
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Dustin Carlino 3eb8db3f75 interpret OSM center lines as the physical center of the road (excluding
sidewalks), not as the divider between the two directions. this
dramatically changes geometry everywhere for the better.

thanks to
https://wiki.openstreetmap.org/wiki/Proposed_features/placement for
clear explanations. will be looking next at interpreting this tag.

also temporarily removing screenshots, because uploading individual
files and waiting for dropbox to sync isn't sustainable
2020-07-07 15:52:51 -07:00
.github/workflows figure out why some dropbox links are stale [rebuild] 2020-06-20 14:04:48 -07:00
abstutil interpret OSM center lines as the physical center of the road (excluding 2020-07-07 15:52:51 -07:00
convert_osm better error messages for turn restrictions. fixes #146 2020-07-07 07:37:02 -07:00
data interpret OSM center lines as the physical center of the road (excluding 2020-07-07 15:52:51 -07:00
docs better error message for the common case of map data 2020-07-07 13:14:33 -07:00
ezgui cleanup after the relative dir fix, and add support for hardcoding the 2020-07-07 12:14:02 -07:00
game interpret OSM center lines as the physical center of the road (excluding 2020-07-07 15:52:51 -07:00
geom fix some epsilon issues with deadends and walking turns to get entire 2020-07-06 14:24:31 -07:00
headless fix #158, build break 2020-07-07 12:45:11 -07:00
importer cleanup after the relative dir fix, and add support for hardcoding the 2020-07-07 12:14:02 -07:00
kml stop dependending directly on serde_derive 2020-05-19 15:06:32 -07:00
map_editor detect the data/ dir more intelligently. fixes #73. still need to 2020-07-07 11:09:35 -07:00
map_model interpret OSM center lines as the physical center of the road (excluding 2020-07-07 15:52:51 -07:00
release ready the alpha launch... 2020-06-21 17:49:52 -07:00
sim cleanup after the relative dir fix, and add support for hardcoding the 2020-07-07 12:14:02 -07:00
updater handle off-side bike lanes on oneway roads. fixes #140 2020-07-06 14:03:22 -07:00
_config.yml Set theme jekyll-theme-slate 2020-05-06 18:24:56 -07:00
.gitignore starting a city region picker 2020-05-28 14:11:34 -07:00
Cargo.lock detect the data/ dir more intelligently. fixes #73. still need to 2020-07-07 11:09:35 -07:00
Cargo.toml rip out gtfs code, cutover to osm. will revisit this later; gtfs and osm probably disagree on routes and stops, and gtfs has schedule. but for now, just osm. 2020-07-03 17:33:32 -07:00
clippy.sh round of clippy. not fixing everything. 2019-12-11 16:17:15 -08:00
format_md.sh adding a new hint for extra turn restrictions 2019-08-06 14:02:34 -07:00
import.sh detect the data/ dir more intelligently. fixes #73. still need to 2020-07-07 11:09:35 -07:00
LICENSE Initial import of A/B Street prototype. 2018-03-13 08:06:03 -07:00
README.md new release 2020-07-05 14:56:46 -07:00
rgrep.sh skip missing maps in the city picker 2020-06-29 09:36:37 -07:00
rustfmt.toml tweaking rustfmt options; the long literal string vecs in tutorial look awful 2020-01-21 15:20:02 -08:00

A/B Street

Ever been stuck in traffic on a bus, wondering why is there legal street parking instead of a dedicated bus lane? A/B Street is a game exploring how small changes to a city affect the movement of drivers, cyclists, transit users, and pedestrians.

Show, don't tell

Alpha release trailer

Find a problem:

exploring_traffic

Make some changes:

editing_map

Measure the effects:

evaluating_impacts

Documentation

Roadmap and contributing

See the roadmap for current work, including ways to help. If you want to bring this to your city or if you're skilled in design, traffic simulation, data visualization, or civic/government outreach, please contact Dustin Carlino at dabreegster@gmail.com. Follow r/abstreet for weekly updates or @CarlinoDustin for occasional videos of recent progress.

Project mission

If you fix some traffic problem while playing A/B Street, my ultimate goal is for your changes to become a real proposal for adjusting Seattle's infrastructure. A/B Street is of course a game, using a simplified approach to traffic modeling, so city governments still have to evaluate proposals using their existing methods. A/B Street is intended as a conversation starter and tool to communicate ideas with interactive visualizations.

Why not leave city planning to professionals? People are local experts on the small slice of the city they interact with daily -- the one left turn lane that always backs up or a certain set of poorly timed walk signals. Laura Adler writes:

"Only with simple, accessible simulation programs can citizens become active generators of their own urban visions, not just passive recipients of options laid out by government officials."

Existing urban planning software is either proprietary or hard to use. A/B Street strives to be highly accessible, by being a fun, engaging game. See here for more guiding principles.

Credits

Core team:

Others:

Data: