3D Modelling is done, next step is the coding. The easiest part when coding Froyo Taxi is moving my own taxi. Its very simple because Ariel Nehmad (Flare3D writer) has a good sample on tutorial5-Movement. I just grab the code and adjust it with new speed, acceleration and other variables and my taxi is moving on the city. However i need some lines of code to make my taxi keep on the road, so player can't crash the taxi into the buildings. Read my post about 2D calculation of Ace Trucker, i use the same method to detect the collision betwen my taxi with the road border.
This part is quite tricky. Problem with moving the traffic are :

I build several tracks for the traffic cars, and I made sure all the road on the city are passed by the car track, so when the actual game is running player will see some cars (like in the real world). In this game I have 30 different tracks, so player will see at least one car in front of his/her taxi.
Done with the traffic, i can use the same method to handle the pedestrian. Basically i have to add one man model on the scene and control it. Using that model, i walk around and save my path. After get some several path, save it into an array and use it as pedestrian track. Best thing about pedestrian is, they don't have to hit each other and they will never hit by the cars. I add some random event that make the pedestrian stop and waiting for the taxi, when it does the green area will appear and if the taxi is close enough (check using distance code) the pedestrian will walking to the taxi and become the passenger.
To set the destination, you need to drive around, trace some coordinate and give the location name. When you get the passenger, simply random the destination (keep random if the destionation is too close), then you can check the distance between the taxi and the destination, the time, the fuel and the taxi fare. Next step is adding some upgrade stuff like upgrade the engine, change the taxi color, add some accesoris, put some good interface and DONE, Froyo Taxi is a 3D version of Sim Taxi.
I use some simple method to build the Froyo Taxi, 2D calculation for car hit detection with the road and with the other cars, simple coord movement rather than complex pathfinding, and push the poly budget to improve the perfomance because Flare3D (yet) doesn't have LOD system. We can develop any games that using complex movement with very simple method, no physic, no pathfinding, no hardcore coding. That is my point of view as half programmer half artist. Thanks.