Transportation planning and traffic simulation software for creating cities friendlier to walking, biking, and public transit
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2019-02-02 12:50:28 -08:00
abstutil load previous/next initial map. refactor this functionality for sim 2019-02-01 11:03:57 -08:00
analyze_code upgrade all other deps, except for piston/winit stuff 2019-01-11 12:36:20 -08:00
convert_osm make geom types Ord now 2019-01-31 14:29:47 -08:00
data final touchups... trim down pts in synthetic maps 2019-01-31 13:47:46 -08:00
debug_initialmap extract generic viewer stuff into its own crate, separate from the InitialMap stuff 2019-02-01 12:51:50 -08:00
docs clean up old traits 2019-02-02 12:50:28 -08:00
editor clean up old traits 2019-02-02 12:50:28 -08:00
ezgui revamp handling of onscreen stuff. no more callback plumbing, and can 2019-02-02 12:32:07 -08:00
geom get halloween working with small lines. refactor a Line::maybe_new. 2019-02-01 12:12:40 -08:00
gtfs upgrade all other deps, except for piston/winit stuff 2019-01-11 12:36:20 -08:00
halloween make halloween use viewer, just for roads 2019-02-01 13:23:53 -08:00
headless remove copyright comment from remaining files 2019-01-20 13:57:55 -08:00
kml upgrade all other deps, except for piston/winit stuff 2019-01-11 12:36:20 -08:00
map_model lazily compute SimStats 2019-02-01 14:31:35 -08:00
playground_gui own canvas inside of ezgui, not in applications. lots of refactoring 2019-01-31 22:33:36 -08:00
precompute try removing most extern crate's 2018-12-06 11:00:13 -08:00
sim caching Renderables for agents 2019-02-01 15:10:35 -08:00
synthetic own canvas inside of ezgui, not in applications. lots of refactoring 2019-01-31 22:33:36 -08:00
tests using strong Distance types in many more places 2019-01-30 15:54:54 -08:00
tmp_gfx changing glium example to draw a few colored triangles, not the teapot 2019-01-22 13:47:23 -08:00
viewer extract generic viewer stuff into its own crate, separate from the InitialMap stuff 2019-02-01 12:51:50 -08:00
.gitignore solved the mystery of the spurious recompiles -- editor_state and color_scheme need to live outside the crate root, so modtimes are nice 2018-12-24 19:16:38 -08:00
Cargo.toml extract generic viewer stuff into its own crate, separate from the InitialMap stuff 2019-02-01 12:51:50 -08:00
clickable_links.py easily watch logs as a slow test runs 2018-12-09 13:43:06 -08:00
clippy.sh removing dimensioned from last few crates 2019-01-30 14:29:42 -08:00
color_scheme solved the mystery of the spurious recompiles -- editor_state and color_scheme need to live outside the crate root, so modtimes are nice 2018-12-24 19:16:38 -08:00
exec_tests.sh revive the other transit test 2018-11-26 14:36:59 -08:00
import.sh reasonable support for roundabouts... collapse it to a single 2019-01-16 15:05:44 -08:00
LICENSE Initial import of A/B Street prototype. 2018-03-13 08:06:03 -07:00
precompute.sh seeing if everything is solid... 2019-01-31 12:31:01 -08:00
README.md adding some gifs to the front page 2018-12-03 21:34:49 -08:00
rgrep.sh get halloween working with small lines. refactor a Line::maybe_new. 2019-02-01 12:12:40 -08:00

A/B Street

A/B Street is a game exploring how small changes to a city affect the movement of drivers, cyclists, transit users, and pedestrians.

This is not an officially supported Google product. Google owns the copyright to this work, but is otherwise unaffiliated with it.

This is currently an experimental project. Please contact me at dabreegster@gmail.com if you're interested in the premise of this game.

traffic signal UI

agents moving