If the game allows for unique patterns and cycles for each junction, won't that make the game slow to a crawl monitoring all the differences in such a large city you could potentially build? But I worry that might make a bit too complicated. While it might be possible to manage that simulation alone on modern hardware, its combination with other performance heavy simulation makes it a significant burden, that would be seen as not worth it.īut this is where C:S' underlying simulation comes in. C:S doesn't have to actually making cars drive through each junction the player isn't looking at or monitoring. ![]() Instead, it uses the traffic light patterns to thoroughly judge where the traffic flows smoother. IPhone 12 Pro Max, iPhone 13 Pro Max: 1284x2778 IPhone Xs Max, iPhone 11 Pro Max: 1242x2688 IPhone X, iPhone Xs, iPhone 11 Pro: 1125x2436 IPhone 6 plus, iPhone 6s plus, iPhone 7 plus, iPhone 8 plus: 1242x2208 IPhone 6, iPhone 6s, iPhone 7, iPhone 8: 750x1334 IPhone 5, iPhone 5s, iPhone 5c, iPhone SE: 640x1136 IPhone: iPhone 2G, iPhone 3G, iPhone 3GS: 320x480 And it would likely also make it more accurate than trying to fully simulate it (because there is a larger risk for error).MacBook Pro 13.3" Retina, MacBook Air 13" Retina, MacBook Air 13.3"(2020, M1): 2560x1600 Dual monitor: A decent path finding simulation algorithm would be able to simulate the general traffic flow of a city without a huge performance hit.
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