Skip to main content

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index] [List Home]
Re: [sumo-user] simulate car movement in a virtual urban city

1) This is a known issues. You may be able to decrease the number of incidences by setting the vehicle attribute departPos="best". If this still happens frequently, other mitigations are possible.
2) This is related to the geometries encoded in the network. You can make this smoother by rebuilding your network and setting the netconvert option --junctions.internal-link-detail 20

Generally, sumo should be able to provide both levels of detail (assuming we have the same understanding of "reasonable").

2017-10-23 14:02 GMT+02:00 mljack <mljack@xxxxxxxxx>:
Hi guys,

I use a 3D game engine to visualize the vehicles simulated by SUMO. I found sometimes vehicle movement are not realistic enough from the camera view of people on the street or in the car, Such as:

1. There are pure lateral movements after traffic turned green. The car is in a wrong lane which forbid turning left. (--lateral-resolution is enable)
2. The turning left/right motion sometime is not very smooth.

Are these known issues?

I'm new to SUMO/traffic simulation. I'm aiming to build a virtual city in 3D game engine, which needs reasonable traffic flow in marcro scale and reasonable individual vehicle motion from the view of nearby pedestrian.

Could anyone give some general suggestion on these questions?
a. Is it the right approach to simulate both level of details all in SUMO?
b. if not, what's the reasonable approach?

Thanks a lot!

sumo-user mailing list
To change your delivery options, retrieve your password, or unsubscribe from this list, visit

Back to the top