iTS - Intelligent Traffic System [WIP]

Hi Guys!

We are currently working on a new Traffic system, we are calling it iTS - Intelligent Traffic System.

Here is a web demo:

Web Demo!

Super simple physics web demo (This demo does not use any wheel colliders on the traffic cars)

Super simple physics with peds web demo (This demo does not use any wheel colliders on the traffic cars)
Note: On the super simple physics demo, the cars have a single mesh, and the tires doesnt spin or rotate, but the super simple physics has the ability to also spin the tires and rotate them when steering is applied.

We are the creators of iRDS - Intelligent Race Drive System.

  • The traffic systems is really on its final developing state, it currently supports multiple lanes, multiple lanes connections, any shape of junctions (T, Y, cross, more than 4 roads in a cross, etc.).
  • The traffic system can detect the player car and brake, overtake if necessary.
  • The traffic cars would avid each other and would respect the traffic flow to avoid collisions.
  • The traffic cars are removed and re-spawned at a closer distance from the camera/player, which is always giving the sense of more traffic around you, and this is configurable.

Here is an early video of it working!

And here is a little video of how you place the lanes and connections:

Feedback is welcome!

We would post more vids soon too!

Thanks!

Rhod, :sunglasses:

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The framerate in that first video seems a little choppy? Nice work though! Did you create some custom Unity editor tools to achieve this?

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Hi 8-Bit Ape!

Thanks for your comments, yep the video have some choppy parts, this was an really early video we took months ago, we have worked a lot more on it and it is way more faster giving better FPS.

Yep we created all the custom editor tools to be able to achieve it.

Rhod,

Everything looks amazing. Just wondering have you tested it on mobile yet?

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We have made some simple tests on mobile, we know it works on Android, should work as well on iOS.

We are aware also that as it is right now it wont work on Windows Store or Windows Phone 8, because of some system classes that are different, but we would look into it to make it compatible.

The system is multi-thread capable, so it can take the advantages of having extra CPUs, if not it works too.

Rhod,

SOLD! , love you RaceDriver System, support and development have been awesome, can’t wait for this!

Any ETA on submission dates ?

Is their beta access ? (found your dropbox support very efficient for updates/fixes)

great news to see it looking like it handle a cityscape

1 Like

Hi pinchmass!

Thanks for your comments!

we are currently working on it while working on a client project implementing it among other things, so we are actually developing it in parallel and testing it right in the way, we should be able to be releasing it in the next months, August -September, but can’t promise yet a fixed date.

Yes the iTS traffic system can handle any city shape, and as you already know us, we would be improving it on the road, including more features and so on.

Thanks again!

Rhod, :sunglasses:

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Looks good rhod!

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Great news! We were searching for an affordable traffic system since 6 months.

In physics system that we are using (unitycar) and when I increse wheel counts of vehicles, or if more vehicles are available, it begins to slow performance badly after more than 12 wheels are available. We have also tested edy’s physics and it was almost same. (Testing on lumia 520 and a 512mb android phone)

Is vehicle physics heavy on calculations? If so, can you please include ways to reduce performance cost of vehicles so we can increase vehicle count on mobile phones. In euro truck simulator 2, before some newest updates, traffic vehicles didn’t have wheel calculations and it’s body was a static body. Their front wheels weren’t rotating while manuevaring. I believe they made it so to improve performance when there is lot’s of traffic. Can you please make it so that we can reduce performance with some toggles? In example, a toggle that would make wheel calculations cheaper, or a toggle to turn of all wheel calculations, and move car just like a rigid box.

Our game is only available in windows phone right now and it’s very popular. Please make it compatible with windows phone.

I would like to be in beta testing if it will be available. Thanks.

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Hi Maceka!

Thanks for your comments, we would include a really simple physics which is indeed really similar to what you just described, using no raycasting nor wheelcollider so it should be pretty fast and performance wise on physics side.

Thanks again!

Rhod,

Hi Guys,

We are currently working on performance improvements to the code, to make sure it runs as smooth as possible on mobile devices.

Soon i would be posting some more videos of the progress we are making on the tool, also any feedback, suggestions or stuff you may want it to have included are more than welcome!

Rhod,

I am using Halo lights as brake light and reverse light. I would like traffic to have halo lights aswell. In my game they work with enabling/disabling light gameobject with setenabled(true/false). Can traffic have brake lights, and also turn signals? They should enable turn signals when they are moving towards to a corner. I believe it wouldn’t be hard to implement.

Hi Meceka,

Indeed one of the options for the brake lights is enable disable the renderer to make that effect of turning them on and off, we could add also the ability to disable enable other components as well to make what you said.

Also we are going to implement turn light for them, indeed we have already a enum to select if a junction connection is straight, left or right for this porpouse.

Rhod,

Hi Guys,

Here is a screenshot of the traffic lights group editor, it is for editing the traffic lights timings, we would improve it more in the future.

Rhod, :sunglasses:

2 Likes

This looks really really cool, something Ive been either searching for or just researching how to do on my own for a long time. Glad someone is finally making it happen!

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Thanks! You would see it’s evolution here. :smile:

I was working on same project, but unfortunately i didn’t had time to finish it. Lane placing is similar as mine was (inspiration from TrafX), when you finish it just don’t place to big price for customers as they did :smile: . Also i like your traffic lights editor, nice job.

Hi Marceta!

Yep indeed ours is inspired on trafx too, and for sure it won’t be that expensive, we are thinking more for indies budget.

Rhod,

3 Likes

any ETA/news ?

one question / idea, would I be able to use the system for pedestrians too ?

Hi pinchmass,

For now the system would be for vehicles, we would be implementing pedestrians on a later phase (when we have already released the system), this shouldn’t be that hard to implement, since the core system would be there already, and for pedestrians we could use it more or less as it is.

About the ETA/News, we are closer to finishing it to start the tests and fine tune anything as needed, we are working on some current known issues (minor ones) to start the full testing phase.

Rhod, :sunglasses: