Traffic Intersection Simulator 🚦
This post demonstrates and compares two different approaches to simulating a traffic intersection in React:
- Classic logic-based simulation (continuous positions, explicit car states)
- 2D grid-based simulation (discrete cell movement, grid logic)
Classic Logic-Based Simulator
This approach models each car as an object with a continuous position and explicit state (approaching, waiting, crossing, etc.). Cars move smoothly along the road, obey traffic lights, and maintain realistic gaps. The logic is more complex but allows for fine-grained control and smooth animation.
Traffic Intersection Simulator
2D Grid-Based Simulator
This approach represents the intersection as a 2D grid. Cars occupy discrete cells and move from cell to cell, with traffic lights controlling entry into the intersection. The logic is simpler and more extensible for grid-based or cellular automata simulations. Animation is handled by interpolating car positions between cells.
Comparison
Feature | Classic Logic-Based | 2D Grid-Based |
---|---|---|
Car Movement | Smooth, continuous | Discrete, cell-to-cell |
Car State | Explicit (waiting, crossing, etc.) | Implicit (by cell position) |
Visuals | Realistic, SVG roads/cars | Stylized, grid overlay |
Logic Complexity | Higher (more conditions) | Lower (simple grid rules) |
Extensibility | Good for realism | Good for grid/CA research |
Animation | CSS/SVG, per-pixel | Interpolated per cell |
Best For | Realistic traffic, demos | Grid/cellular automata, teaching |
When to Use Each
- Use the classic logic-based approach for realistic traffic, fine control, or when you want to model real-world rules and behaviors.
- Use the 2D grid-based approach for grid/cellular automata research, teaching, or when you want to easily extend to more complex intersections or rules.
Try both simulators above and see which approach fits your needs!
Author’s Note
I have to admit, I really struggled to “vibe code” the first (classic logic-based) approach. Getting all the car states, edge cases, and smooth movement to work together was a lot trickier than I expected. It felt like every time I fixed one bug, another would pop up! In contrast, the grid-based approach just clicked for me—breaking the world into cells made the logic so much more manageable and fun to experiment with. If you ever feel stuck, try changing your model or abstraction—it might just unlock your creativity!