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	<title>ABM Archives - Digital Urban</title>
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	<description>Data, Cities, IoT, Writing, Music and Making Things</description>
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	<title>ABM Archives - Digital Urban</title>
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		<title>15,000 Agents:  A* Pathfinding</title>
		<link>https://www.digitalurban.org/blog/2013/05/14/15000-agents-2/</link>
		
		<dc:creator><![CDATA[Andy]]></dc:creator>
		<pubDate>Tue, 14 May 2013 08:54:11 +0000</pubDate>
				<category><![CDATA[Unity]]></category>
		<category><![CDATA[ABM]]></category>
		<guid isPermaLink="false">http://www.digitalurban.org/?p=3361</guid>

					<description><![CDATA[<p>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...</p>
<p>The post <a href="https://www.digitalurban.org/blog/2013/05/14/15000-agents-2/">15,000 Agents:  A* Pathfinding</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>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 href="http://arongranberg.com/astar/features">A* Pathfinding project</a> features an array of techniques for rapid pathfinding or AI development using a low memory footprint.<br />
<div id="attachment_3363" style="width: 689px" class="wp-caption aligncenter"><a href="https://www.digitalurban.org/wp-content/uploads/2013/05/Screen-Shot-2013-05-14-at-09.43.43-1.png"><img fetchpriority="high" decoding="async" aria-describedby="caption-attachment-3363" class=" wp-image-3363 " alt="Agents in Unity" src="https://www.digitalurban.org/wp-content/uploads/2013/05/Screen-Shot-2013-05-14-at-09.43.43-1-1024x506.png" width="679" height="335" srcset="https://www.digitalurban.org/wp-content/uploads/2013/05/Screen-Shot-2013-05-14-at-09.43.43-1-1024x506.png 1024w, https://www.digitalurban.org/wp-content/uploads/2013/05/Screen-Shot-2013-05-14-at-09.43.43-1-300x148.png 300w, https://www.digitalurban.org/wp-content/uploads/2013/05/Screen-Shot-2013-05-14-at-09.43.43-1-768x380.png 768w, https://www.digitalurban.org/wp-content/uploads/2013/05/Screen-Shot-2013-05-14-at-09.43.43-1-1536x759.png 1536w, https://www.digitalurban.org/wp-content/uploads/2013/05/Screen-Shot-2013-05-14-at-09.43.43-1.png 1554w" sizes="(max-width: 679px) 100vw, 679px" /></a><p id="caption-attachment-3363" class="wp-caption-text">Agents in Unity</p></div>
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:<br />
<center><iframe width="640" height="360" src="http://www.youtube.com/embed/KiuIGqbvZtY" frameborder="0" allowfullscreen></iframe></center><br />
<a href="http://arongranberg.com/astar/features">A* Pathfinding</a> is available in free and pro versions, it is well worth checking out, we have just upgraded to the pro&#8230;.</p>
<p>The post <a href="https://www.digitalurban.org/blog/2013/05/14/15000-agents-2/">15,000 Agents:  A* Pathfinding</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
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			</item>
		<item>
		<title>Unity Traffic System &#8211; City Traffic</title>
		<link>https://www.digitalurban.org/blog/2013/05/13/unity-traffic-system-city-traffic/</link>
		
		<dc:creator><![CDATA[Andy]]></dc:creator>
		<pubDate>Mon, 13 May 2013 12:05:01 +0000</pubDate>
				<category><![CDATA[Game Engine]]></category>
		<category><![CDATA[Unity]]></category>
		<category><![CDATA[ABM]]></category>
		<category><![CDATA[traffic]]></category>
		<guid isPermaLink="false">http://www.digitalurban.org/?p=3357</guid>

					<description><![CDATA[<p>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...</p>
<p>The post <a href="https://www.digitalurban.org/blog/2013/05/13/unity-traffic-system-city-traffic/">Unity Traffic System &#8211; City Traffic</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>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. <a href="http://sandervandervegte.nl/">Sander van der Vegte</a> 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.<br />
<div id="attachment_3359" style="width: 676px" class="wp-caption aligncenter"><a href="https://www.digitalurban.org/wp-content/uploads/2013/05/Screen-Shot-2013-05-13-at-12.53.56-1.png"><img decoding="async" aria-describedby="caption-attachment-3359" class=" wp-image-3359" title="Unity City Traffic" alt="Screen Shot 2013-05-13 at 12.53.56" src="https://www.digitalurban.org/wp-content/uploads/2013/05/Screen-Shot-2013-05-13-at-12.53.56-1.png" width="666" height="329" /></a><p id="caption-attachment-3359" class="wp-caption-text">Unity City Traffic</p></div>
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:<br />
<center><iframe loading="lazy" src="http://player.vimeo.com/video/41237419?byline=0&amp;portrait=0" width="640" height="416" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe> </p>
<p><a href="http://vimeo.com/41237419">Traffic system</a> from <a href="http://vimeo.com/user8707001">Sander van der Vegte</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<p></center><br />
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.<br />
It is well worth heading over to <a href="http://sandervandervegte.nl/">http://sandervandervegte.nl/</a> to view his other projects and to keep up to date on City Traffic.</p>
<p>The post <a href="https://www.digitalurban.org/blog/2013/05/13/unity-traffic-system-city-traffic/">Unity Traffic System &#8211; City Traffic</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
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			</item>
		<item>
		<title>Urban Ball &#8211; CityEngine, Unity and Agent Based Modelling on the iPad</title>
		<link>https://www.digitalurban.org/blog/2013/04/26/urban-ball-cityengine-unity-and-agent-based-modelling-on-the-ipad/</link>
		
		<dc:creator><![CDATA[Andy]]></dc:creator>
		<pubDate>Fri, 26 Apr 2013 12:14:26 +0000</pubDate>
				<category><![CDATA[Game Engines]]></category>
		<category><![CDATA[Unity]]></category>
		<category><![CDATA[ABM]]></category>
		<category><![CDATA[cityengine]]></category>
		<category><![CDATA[iOS App]]></category>
		<category><![CDATA[iOS Virtual City]]></category>
		<category><![CDATA[iPad]]></category>
		<category><![CDATA[NavMesh]]></category>
		<category><![CDATA[Unity iOS App]]></category>
		<guid isPermaLink="false">http://www.digitalurban.org/?p=3341</guid>

					<description><![CDATA[<p>CityEngine combined with Unity and a tablet &#8211; iOS requires a developers account, Android simple needs the 30 days Unity trial &#8211; allows city wide models to run with a...</p>
<p>The post <a href="https://www.digitalurban.org/blog/2013/04/26/urban-ball-cityengine-unity-and-agent-based-modelling-on-the-ipad/">Urban Ball &#8211; CityEngine, Unity and Agent Based Modelling on the iPad</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>CityEngine combined with Unity and a tablet &#8211; iOS requires a developers account, Android simple needs the 30 days Unity trial &#8211; allows city wide models to run with a touch based interface.<br />
<div id="attachment_3342" style="width: 650px" class="wp-caption aligncenter"><a href="https://www.digitalurban.org/wp-content/uploads/2013/04/City-Ball-1.jpg"><img loading="lazy" decoding="async" aria-describedby="caption-attachment-3342" class=" wp-image-3342  " style="border: 0px;" title="Urban Ball - CityEngine and Unity on iOS" alt="Urban Ball - CityEngine and Unity on iOS" src="https://www.digitalurban.org/wp-content/uploads/2013/04/City-Ball-1.jpg" width="640" height="495" srcset="https://www.digitalurban.org/wp-content/uploads/2013/04/City-Ball-1.jpg 993w, https://www.digitalurban.org/wp-content/uploads/2013/04/City-Ball-1-300x232.jpg 300w, https://www.digitalurban.org/wp-content/uploads/2013/04/City-Ball-1-768x594.jpg 768w" sizes="auto, (max-width: 640px) 100vw, 640px" /></a><p id="caption-attachment-3342" class="wp-caption-text">Urban Ball &#8211; CityEngine and Unity on iOS</p></div>
We have used our recent work on Unity and Agent Based modelling to create a simple app called &#8216;Urban Ball&#8217;. Development time so far is around a couple of days so the route from city modelling through to iOS app is remarkably short. Via some tweaked  physics and a touch interface linked to a to a ball (the target) we have a simple agent based model on the iPad.<br />
The movie below shows the app so far:<br />
<center><iframe loading="lazy" src="http://www.youtube.com/embed/IKWoPGybLzU?list=UUJ1tszHG3t_xumcz5kPdiVg" height="360" width="640" allowfullscreen="" frameborder="0"></iframe></center>We have been impressed with the rapid development path using Unity and the ability of the iPad to run city wide models complete with agents. Arguably we have completed a proof of concept here, in the next few weeks we will explore how much further we can go &#8211; perhaps to release our first free iPad/Android app&#8230;.<br />
See also &#8211; <a href="http://www.digitalurban.org/2013/04/trail-rending-of-agents-with-navmesh-physics-unity-and-cityengine.html">Trail Rending of Agents with NavMesh, Physics, Unity and CityEngine</a>, <a href="http://www.digitalurban.org/2013/04/augmented-reality-city-table-top-unity-cityengine-and-vufoira.html">Augmented Reality City Table Top – Unity, CityEngine and Vufoira</a> and  <a href="http://www.digitalurban.org/2013/04/shortest-path-modelling-and-navmesh-in-unity-and-cityengine.html">Shortest Path Modelling and NavMesh in Unity and CityEngine</a>.<br />
&nbsp;</p>
<p>The post <a href="https://www.digitalurban.org/blog/2013/04/26/urban-ball-cityengine-unity-and-agent-based-modelling-on-the-ipad/">Urban Ball &#8211; CityEngine, Unity and Agent Based Modelling on the iPad</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
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