Traffic simulation AI in UE4
I'm currently working on a traffic simulation AI in unreal4 for uni. My mentor advised me to look into different ways to accomplish large-scale AI for traffic flow in cities.
I'm having a fairly hard time finding any good papers/talks about the topic that could teach me more about the different techniques used so far in the (gaming) industry. Personally, I'd go for an actor based AI where every car has its own "brain" and "eyes". But according to my mentor, there are different possibilities though he didn't want to tell me which. After spending quite some time looking into "Traffic simulation in games" I find it very tough to find anything useful for my case.
If anyone would have any good GDC talks or other videos or research papers on how other games did their AI (cities skylines, SimCity, GTA, cities in motion, etc) it'd be much appreciated.
I know roughly how to code it all, this work is graded on my research more than my code. So I have to find useful information on AI techniques that I can delve deeper into.
Thanks in advance, Aaron
asked Sep 26 '17 at 06:51 PM in Using UE4
I was working on a similar VR Simulation, and i used "Spline Mesh" based movement. I made couple routes, and 4-5 cars were using the same route with different delays. i made the logic based on traffic lights, that they should stop if its red and if they are in the correct location for that. and made variable for each stopped car to -vector in location make sure they don't stop on top of each other, and so on and so on... For the larger scale you might not want to use this, because after some time if there's plenty of cars they might collide eventually because of the traffic lights if you make bad calculations, but this did the trick for me :)
answered Sep 27 '17 at 04:42 AM
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