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129 lines
5.9 KiB
Markdown
129 lines
5.9 KiB
Markdown
# A/B Street
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Ever been stuck in traffic on a bus, wondering why is there legal street parking
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instead of a dedicated bus lane? A/B Street is a game exploring how small
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changes to a city affect the movement of drivers, cyclists, transit users, and
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pedestrians.
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- Play on
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[Windows](https://github.com/dabreegster/abstreet/releases/download/v0.2.9/abstreet_windows_v0_2_9.zip),
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[Mac](https://github.com/dabreegster/abstreet/releases/download/v0.2.9/abstreet_mac_v0_2_9.zip),
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[Linux](https://github.com/dabreegster/abstreet/releases/download/v0.2.9/abstreet_linux_v0_2_9.zip),
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[FreeBSD](https://www.freshports.org/games/abstreet/), or
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[read all instructions](https://dabreegster.github.io/abstreet/howto/index.html)
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(new releases every Sunday)
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- [build from source](https://dabreegster.github.io/abstreet/howto/dev.html)
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(new changes daily)
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## Show, don't tell
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[Alpha release trailer](https://www.youtube.com/watch?v=LxPD4n_1-LU)
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Find a problem:
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![exploring_traffic](book/exploring_traffic.gif)
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Make some changes:
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![editing_map](book/editing_map.gif)
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Measure the effects:
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![evaluating_impacts](book/evaluating_impacts.gif)
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## Documentation
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- [How A/B Street works](https://dabreegster.github.io/abstreet/how_it_works.html)
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- Technical
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- [Developer guide](https://dabreegster.github.io/abstreet/howto/dev.html)
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- [Map model](https://dabreegster.github.io/abstreet/map/index.html)
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- [Traffic simulation](https://dabreegster.github.io/abstreet/trafficsim/index.html)
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- [Running A/B Street in a new city](https://dabreegster.github.io/abstreet/howto/new_city.html)
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- [UX design](https://yuwen-li.com/work/abstreet)
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- Presentations
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- April 2020 Rust meetup:
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[recording](https://www.youtube.com/watch?v=chYd5I-5oyc),
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[slides](https://docs.google.com/presentation/d/1nUodhr42eppB2E2eMAnuTkMhIVuHnN7_6i6V6MA028c/edit?usp=sharing)
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- [Feb 2020 traffic sim](https://docs.google.com/presentation/d/181so6bWkGsPzpc-mI72CQffthMKMVzFPAkYxIyzgfAs/edit?usp=sharing)
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- [Oct 2019 Traffic sim and current challenges](https://docs.google.com/presentation/d/1PJRFoXmJAyenkqHIwo48zxqu1LSH6pc7XKSzhyC1raw/edit?usp=sharing)
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- [Oct 2019 Map construction](https://docs.google.com/presentation/d/1cF7qFtjAzkXL_r62CjxBvgQnLvuQ9I2WTE2iX_5tMCY/edit?usp=sharing)
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- Project
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- [Roadmap](https://dabreegster.github.io/abstreet/project/roadmap.html)
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- [Motivations](https://dabreegster.github.io/abstreet/project/motivations.html)
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- [History](https://dabreegster.github.io/abstreet/project/history/index.html)
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## Roadmap and contributing
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See the [roadmap](https://dabreegster.github.io/abstreet/project/roadmap.html)
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for current work, including ways to help. If you want to bring this to your city
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or if you're skilled in design, traffic simulation, data visualization, or
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civic/government outreach, please contact Dustin Carlino at
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<dabreegster@gmail.com>. Follow [r/abstreet](https://www.reddit.com/r/abstreet/)
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for weekly updates or [@CarlinoDustin](https://twitter.com/CarlinoDustin) for
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occasional videos of recent progress.
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## Project mission
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If you fix some traffic problem while playing A/B Street, my ultimate goal is
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for your changes to become a real proposal for adjusting Seattle's
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infrastructure. A/B Street is of course a game, using a simplified approach to
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traffic modeling, so city governments still have to evaluate proposals using
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their existing methods. A/B Street is intended as a conversation starter and
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tool to communicate ideas with interactive visualizations.
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Why not leave city planning to professionals? People are local experts on the
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small slice of the city they interact with daily -- the one left turn lane that
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always backs up or a certain set of poorly timed walk signals.
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[Laura Adler](http://www.govtech.com/data/SimCities-Can-City-Planning-Mistakes-Be-Avoided-Through-Data-Driven-Simulations.html)
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writes:
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> "Only with simple, accessible simulation programs can citizens become active
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> generators of their own urban visions, not just passive recipients of options
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> laid out by government officials."
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Existing urban planning software is either proprietary or hard to use. A/B
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Street strives to be highly accessible, by being a fun, engaging game. See
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[here](https://dabreegster.github.io/abstreet/project/motivations.html) for more
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guiding principles.
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## Credits
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Core team:
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- Dustin Carlino (<dabreegster@gmail.com>)
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- [Yuwen Li](https://www.yuwen-li.com/) (UX)
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- [Michael Kirk](https://github.com/michaelkirk)
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Others:
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- All
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[contributors](https://github.com/dabreegster/abstreet/graphs/contributors)
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- Logo by [Ryan Pierson](https://www.ryandpierson.com/)
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- Graphic design advice from [Starcat Games](http://starcatgames.com/),
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[Daniel Huffman](https://somethingaboutmaps.wordpress.com/),
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[Brian Prince](http://thebaprince.com/)
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- Character art by [Holly Hansel](http://www.hollyhansel.com/)
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- Lightning-fast pathfinding thanks to
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[fast_paths](https://github.com/easbar/fast_paths) by Andreas Barth
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(<easbar.mail@posteo.net>)
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- Hackathon drop-ins from [Democracy Lab](https://www.democracylab.org/) events
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- [CUGOS](https://cugos.org/) and [Julian Michael](http://julianmichael.org/)
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have been great sounding boards for ideas since the beginning
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- In-game character faces adapted from
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[Anokhee Jandhyala](https://github.com/anokhee/visual-synthesizer)
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- Pandemic modeling by Orestis Malaspinas (<orestis.malaspinas@hesge.ch>)
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- Game design advice from Christopher Klein
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- OSM expertise courtesy [Mateusz Konieczny](https://github.com/matkoniecz)
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- Lots of helpful PRs from [Javed Nissar](https://github.com/RestitutorOrbis)
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- Lots of help with rendering SVG and fonts from
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[RazrFalcon](https://github.com/RazrFalcon) and
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[nical](https://github.com/nical)
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Data:
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- Special thanks to all [OpenStreetMap](https://www.openstreetmap.org/about)
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contributors!
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- [King County GIS](https://www.kingcounty.gov/services/gis.aspx)
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- [Seattle Open Data](https://data.seattle.gov/)
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- [Puget Sound Regional Council](https://www.psrc.org/)
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