Feature timeline

From Traffic Manager: President Edition
This is the approved revision of this page, as well as being the most recent.
Jump to: navigation, search


While each feature of TM:PE affects your gaming experience, individual functions generally perform their work at different instants of time. From this follows that different features show different impact on simulation performance. The image below classifies features according to this classification scheme.

The feature timeline of TM:PE. Though all features affect the overall game experience they perform their work at different instants of time.


According to this classification, we discriminate three different feature types:

  • Single-calculation features: These features immediately process changes of the internal game state, in other words they act in an event-based fashion. Such events may be triggered by the player or the game itself (e.g. by building a new road or using one of TM:PE's main features). Features of this kind have none or only a very small effect on simulation performance.
  • Path-finding features: They are active during path-finding, that means whenever an entity (e.g. vehicles, pedestrians) searches for a route to a designated target. They are likely to affect simulation performance, especially for large cities where the number of requested path-finds per time interval is high.
  • Simulation features: These process information during the game simulation in real-time, thus are prone to heavily affect simulation performance. Again, the specific impact depends on the number of entities that are controlled by the features.

While path-finding features affect performance at discrete instants of time (when paths are requested), simulation features may be triggered more frequently.

Share your opinion