Transportation planning and traffic simulation software for creating cities friendlier to walking, biking, and public transit
Go to file
2019-11-09 16:10:18 -08:00
abstutil WIP detecting problems applying fixes 2019-11-06 09:58:21 -08:00
convert_osm improve sidewalk heuristic -- assume larger oneway roads dont have a sidewalk on both sides 2019-11-09 14:34:31 -08:00
data overhaul stop signs. can only toggle which roads have a stop sign or 2019-11-09 14:20:31 -08:00
docs make bulk spawner use correct start lanes 2019-11-07 16:16:04 -08:00
ezgui remove text bg in speed panel. adjust text API to remove bg color. 2019-11-08 11:56:29 -08:00
game remove geom debug mode. map_editor has superceded this 2019-11-09 14:53:36 -08:00
geom refactoring some text to compare results 2019-11-07 09:37:04 -08:00
gtfs upgrade rand, get rid of now unneeded serde1 feature, in hopes of fixing feature mismatch between deps 2019-08-15 12:14:35 -07:00
headless woops, headless crate didnt have the fix to toggle off cpuprofiler by default 2019-10-04 11:21:55 -07:00
kml more easily show pts for diff road in editor 2019-10-06 15:56:12 -07:00
map_editor refactor turn restriction handling in map_editor... no behavioral changes yet 2019-11-09 16:10:18 -08:00
map_model refactor turn restriction handling in map_editor... no behavioral changes yet 2019-11-09 16:10:18 -08:00
popdat same for correct end lanes 2019-11-07 16:32:26 -08:00
precompute move a validity check for border intersections up-front in map construction. be able to skip fixes in precompute scripts too 2019-10-31 15:55:02 -07:00
release prebake results per map, and store in binary 2019-11-05 10:15:44 -08:00
sim overhaul stop signs. can only toggle which roads have a stop sign or 2019-11-09 14:20:31 -08:00
tests ah, update fixes to remove synthetic field 2019-11-06 11:30:59 -08:00
.gitignore prebake results per map, and store in binary 2019-11-05 10:15:44 -08:00
Cargo.toml goodbye, fix_map_geom. rename synthetic crate to map_editor 2019-09-23 13:54:09 -07:00
clickable_links.py rename the main editor crate to game -- map editing is just a tiny piece ;) 2019-09-07 13:09:09 -07:00
clippy.sh finishing the big cutover from stable to original IDs. main path works, 2019-10-28 12:40:09 -07:00
exec_tests.sh revive the other transit test 2018-11-26 14:36:59 -08:00
format_md.sh adding a new hint for extra turn restrictions 2019-08-06 14:02:34 -07:00
get_fresh_osm.sh switch from osmosis to osmconvert in import scripts; it's SO much faster 2019-10-26 09:52:36 -07:00
import.sh find all the short lanes, from map_editor 2019-10-26 15:01:27 -07:00
LICENSE Initial import of A/B Street prototype. 2018-03-13 08:06:03 -07:00
precompute.sh move a validity check for border intersections up-front in map construction. be able to skip fixes in precompute scripts too 2019-10-31 15:55:02 -07:00
README.md allow sidewalks on both sides of all oneways. dont remember where the negative case was earlier. this was causing parking->sidewalk crashes in many maps 2019-10-18 14:50:05 -07:00
rgrep.sh get halloween working with small lines. refactor a Line::maybe_new. 2019-02-01 12:12:40 -08:00

A/B Street

Ever been on a bus stuck in traffic, wondering why there are cars parked on the road instead of a 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.

Play A/B Street on Windows, Mac, Linux

Removing dedicated left-turn phases from a traffic signal:

fix_traffic_signal

Watching overall traffic patterns and zooming into a few slow areas:

exploring_traffic

Documentation for developers

Features

  • The map
    • A detailed rendering of Seattle from OpenStreetMap and King County GIS data, including sidewalks, on-street parking, bike lanes, bus-only lanes, turn lanes, buildings, and bus stops.
    • Intersections governed by stop signs and traffic signals, with default signal timings heuristically inferred. Hand-tuned geometry to reasonably model Seattle's strangest intersections.
    • You can adjust lane types, stop signs, and traffic signals, and reverse lanes.
  • The traffic
    • Individual cars, buses, bikes, and pedestrians move through the map.
    • Most trips are multi-modal -- for example, a pedestrian exits a building, walks a few blocks over to their parked car, drives somewhere, looks for parking, and walks to their final destination.
    • A realistic set of trips -- how many people go from building 1 to building 2 at some time using some form of transport -- comes from PSRC's Soundcast model.
  • The gameplay
    • Start in sandbox mode, exploring the map, watching traffic patterns, following individual agents, looking for problems.
    • Jump to edit mode, where you can convert some on-street parking to bus lanes and adjust traffic signals to try to fix some problem.
    • Try your change in A/B test mode, running two traffic simulations side-by-side. Explore how individual agents finish their trips faster or slower, and compare aggregate results about different groups of traffic.

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 set the accessibility bar high, by being a fun, engaging game.

Contributing

I'm a one-person team. If you want to bring this to your city or if you're skilled in user experience design, traffic simulation, data visualization, or civic/government outreach, please contact Dustin Carlino at dabreegster@gmail.com or post at r/abstreet. I also welcome any contributions on Patreon.