![]() ![]() In Cities: Skylines pathfinding was proximity-based, meaning agents would calculate their destinations or order services by straight line distance without taking the existing road network into account. Pathfinding works in a different way in Cities: Skylines II than its predecessor. Differences between Cities: Skylines and Cities: Skylines II Check out the highlight video below before diving into all the details. ![]() In this development diary, we look at how the traffic simulation works and what features the agents (citizens, services, and resources moving around in the city) take into account when making pathfinding decisions. Where do people live, where do they work and what places do they visit in their free time? Where are businesses located and how do they get the goods they sell? Are their customers citizens or other businesses? How do their customers find them and are there other, better shopping options closer by? All of this and more factor into how traffic moves around the city. Managing traffic in a growing city was a core part of Cities: Skylines and going into the sequel we knew we wanted to bring you a more advanced system, both to address the feedback you have shared over the years and to make the city feel more realistic and alive.Ĭitizens and traffic are a core part of a living and breathing city. Hi everyone! We are back with another development diary for Cities: Skylines II and today is all about the new and improved traffic AI. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |