Have you ever wondered how a traffic simulator like A/B Street works? Simulating thousands of trips through a city faster than real-time can't be done in 0.1 second increments. This article explains how to model vehicles and pedestrians using discrete event simulation instead.<p>This is the first deep-dive article into how A/B Street works. More coming soon!
Thanks Dustin for the awesome writeup! Event-based also seems easier to animate in a 3D engine (pseudocode is simply "move that entity x units in y seconds") compared to constantly updating positions based on the simulation which is more akin to relatively complicated multiplayer gaming challenges to keep multiple entities in sync.