A Unity-based traffic simulation inspired by Cities: Skylines, utilizing graph-based pathfinding to simulate vehicle movement and road networks.
- Graph-Based Road System – Roads are represented as nodes (intersections) and edges (roads) with weighted distances.
- Pathfinding with Dijkstra's Algorithm – Vehicles find the shortest route between nodes.
- Vehicle AI – Cars spawn at a node, choose a destination, and navigate the graph.
- Queueing System & Deadlock Prevention – Cars wait for free nodes before moving, using semaphores to avoid conflicts.
- Directed Graph (Di-Graph) Support – Simulates one-way roads with directed edges.
- Nodes represent intersections and edges represent roads.
- Vehicles spawn at random nodes and find the shortest path to a destination.
- A queueing system ensures cars move without collisions.
- The system uses a directed graph, meaning roads are one-way unless explicitly connected both ways.
- Grid-Based Road Building System – Automate road placement with smart intersection handling.
- Traffic Lights & Lane Systems – Improve traffic flow logic.
- Dynamic Congestion Weights – Adjust pathfinding based on real-time traffic conditions.