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Virtual Cities: Digital Mirrors into a Recursive World

Working Paper – Virtual Cities: Digital Mirrors into a Recursive World

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We present our working paper entitled ‘Virtual Cities: Digital Mirrors into a Recursive World‘. The paper comes in at approximately 9000 words and explores visualisation in cities ranging from Twitter to Second Life and through to NeoGeography and The Paraverse. The abstract is below, we have added it as new post as the moment we are mid book chapter on  ‘Smart Cities, Social Networks and the Internet of Things’ and it seemed timely to republish a paper written in 2007 that is still quite useful (although we are obviously biased):

Virtual Cities: Digital Mirrors into a Recursive World

Virtual Cities: Digital Mirrors into a Recursive World

Digital cities are moving well beyond their original conceptions as entities representing the way computers and communications are hard wired into the fabric of the city itself or as being embodied in software so the real city might be manipulated in silico for professional purposes.
As cities have become more ‘computable’, capable of manipulation through their digital content, large areas of social life are migrating to the web, becoming online so-to speak.
Here we focus on the virtual city in software, presenting our speculations about how such cities are moving beyond the desktop to the point where they are rapidly becoming the desktop itself. But a desktop with a difference, a desktop that is part of the web, characterized by a new generation of interactivity between users located at any time in any place.
We first outline the state of the art in virtual city building drawing on the concept of mirror worlds and then comment on the emergence of Web 2.0 and the interactivity that it presumes. We characterize these developments in terms of virtual cities through the virtual world of Second Life, showing how such worlds are moving to the point where serious scientific content and dialogue is characterizing their use often through the metaphor of the city itself.
Download the full paper as a .pdf (1.8Mb).

Agents in Unity

15,000 Agents: A* Pathfinding

By Unity No Comments

Games engines such as Unity are the perfect platform for agent based modelling, they allow a combination of 3D urban cityscapes and navmeshes/grid graphs/point graphs and local avoidance systems. The A* Pathfinding project features an array of techniques for rapid pathfinding or AI development using a low memory footprint.

Agents in Unity

Agents in Unity

We have only started exploring the possibilites but the results are intriguing, below features a clip of 15,000 agents using local avoidance, the number could be considerably increased using multiple machines:

A* Pathfinding is available in free and pro versions, it is well worth checking out, we have just upgraded to the pro….

Unity Traffic System – City Traffic

By Game Engine, Unity No Comments

Creating a sandbox style traffic system in Unity is a challenge. As our previous posts have shown agents can use NavMesh and calculate shortest paths but the hit is high on processing which in turn limits the number of agents in a scene. Sander van der Vegte is a multidisciplinary game developer who for the past 12 years has fortunate enough to make a living creating games, part of his current development process is a city traffic game and thus finding ways for natural behaviour while maintaining a low processing requirment.

Screen Shot 2013-05-13 at 12.53.56

Unity City Traffic

The clip below is a recording of an autonomous traffic system. Cars drive around while aware of crossings and other vehicles. When something is blocking their path, they will stop. If it takes too long, they will back up and look for another path, the basic ruleset allows for humorous situations:

Traffic system from Sander van der Vegte on Vimeo.


Within the development the user is able to click on a car to take it over while falling off the edge triggers the random camera again.
It is well worth heading over to http://sandervandervegte.nl/ to view his other projects and to keep up to date on City Traffic.

Police Agent City Ball – Unity/NavMesh and CityEngine

By 3D Agents, 3D City, 3D Modelling, NavMesh No Comments

The natural conclusion of our recent posts on Unity and CityEngine is of course a physics/navmesh police chase with the agent target being a drag and drop ball.

Screen Shot 2013-05-01 at 13.44.41

Police Car Agents in the City

We will release a version next week on the win/mac platforms for those interested – the aim was to explore shortest path modelling of agents in Unity within an urban scene:
The concept was developed as part of our Masters course here in CASA, to explore the development of 3D interactive urban scenes…

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