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organizing next steps
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TODO.md
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TODO.md
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# TODO
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## mvp strawman sim
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## Map editor
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- straw model has some quirks with queueing
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- after the lead vehicle starts the turn, the queue behind it magically warps to the front of the road
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- the first vehicle in the turn jumps to a strange position based on the front/back rendering
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- common UI problems
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- cycle selection crashes, fix ><
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- press 1 or 2 in stop sign mode, layer toggling shouldnt happen
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- textbox overlaps and is impossible to read
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- at signals, cars doing the same turn wont start it until the last car finishes it
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- draw cars in intersections, even when slightly zoomed out
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- draw cars in slightly different colors, to distinguish them better
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- traffic signals
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- parse kml
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- draw moving / blocked colors (gradually more red as they wait longer)
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- draw stop buffer in front/behind of cars
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- cars with different speeds
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- clean up code
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- line type
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- ditch vec2d / settle on types
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- split out UI stuff
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- easier way to define magic tuneable constants
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## if ever stuck
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- parked cars
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- sidewalks and pedestrians
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- reversible sim
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## editor mode
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- make editor mode for traffic signals
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- traffic signal editor
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- button to reset intersection to original cycles
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- turns can belong to multiple cycles; the colors become slightly meaningless
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- support left turn yield
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- stop sign editor (start simple)
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- stop sign editor
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- cant have no stop signs for two roads whose center line crosses
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- infer default policy
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- draw as red octogon with thin white trim, off to the right side of the road
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- later feature: ban individual turns
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- better visualization
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- why are some icons in the intersection?
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- draw detailed turns better, like https://i.ytimg.com/vi/NH6R3RH_ZDY/maxresdefault.jpg
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## Driving model
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- try to simplify straw_model step (less phases?)
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- make cars pathfind to their destination
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- better visualization
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- draw moving / blocked colors (gradually more red as they wait longer)
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- draw stop buffer in front/behind of cars
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- draw cars in intersections, even when slightly zoomed out
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- draw cars in slightly different colors, to distinguish them better
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- start implementing a second AORTAish driving model
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- reversible sim
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## Map model
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- more data
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- shp parser for traffic signals
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- parse shp, get traffic signals in the right places
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- do need to mouseover shapefile things and see full data
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- traffic signal description field says number of phases
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- so many signs: https://gis-kingcounty.opendata.arcgis.com/datasets/traffic-signs--sign-point/
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- all up north? :(
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- grab number of phases from traffic signal shp
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- look for current stop sign priorities
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- https://gis-kingcounty.opendata.arcgis.com/datasets/traffic-signs--sign-point/
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- why are some icons in the intersection?
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- support left turn yield
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- draw detailed turns better, like https://i.ytimg.com/vi/NH6R3RH_ZDY/maxresdefault.jpg
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- mark problem areas where road is too short!
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- manually fix OSM issues, like deleting a way completely
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- driving lanes
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- parking
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- sidewalks
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- bike lanes
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## cleanup
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## Code cleanup
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- clean up code
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- master Map struct
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- line type / ditch vec2d / settle on types
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- add/plan tests
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- document pieces that're stabilizing
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- run clippy everywhere
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- presubmit script
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- also enforce consistent style (import order, extern crate only in mod.rs or lib.rs, derive order)
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- extract common crates
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- ask about mut vs returning new version of self (and what that requires of all the contained stuff)
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- https://stackoverflow.com/questions/28385339/mutable-self-while-reading-from-owner-object
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- break editor up into more crates
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- minimize heap usage -- look into profiling and smallvec
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- use some tool to enforce consistent style (import order, extern crate only in mod.rs or lib.rs, derive order)
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## Conga line idea
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## Example use cases
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- try constructive approach for snake idea
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- with interactive mode?
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- try destructive approach for snake idea
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- with interactive mode?
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- allow for manual tuning
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- serialize results
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## UI
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- support massive maps
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- render to a bitmap and clip that in?
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- drop events sometimes
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- draw water and greenery areas
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- more toggleable layers
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- show road/bldg types by color
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- can also use to interactively find osm filters to fix
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- show where on-street parking probably is
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- show where sidewalks probably are
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- infer from roads and parcel data?
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- draw benches, bike racks
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- more generally, a way to display random GIS data from seattle site (kml)
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- 3D UI sharing the same structure as the 2D one
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- web version
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- montlake/520 turn restrictions with pedestrian scramble
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- close interior neighborhoods to most cars (except for src/dst), see how traffic restricted to arterials would work
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- create a bike network with minimal hills, dedicated roads, minimal crossings
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26
docs/backlog.md
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26
docs/backlog.md
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# Backlog
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## UI
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- show more things
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- draw water and greenery areas
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- draw benches, bike racks
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- more generally, a way to display random GIS data from seattle site (kml)
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- support massive maps
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- render to a bitmap and clip that in?
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- drop events sometimes
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- 3D UI sharing the same structure as the 2D one
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- web version
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- easier way to define magic tuneable constants
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- and maybe to recalculate fixedish things if they change?
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## Conga line idea
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- try constructive approach for snake idea
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- with interactive mode?
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- try destructive approach for snake idea
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- with interactive mode?
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@ -35,6 +35,12 @@ leaking badly into there right now.
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- Position is derived lazily from time
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- How accurate could it be? Based on inner-city speeds and timesteps
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- problems
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- straw model has some quirks with queueing
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- after the lead vehicle starts the turn, the queue behind it magically warps to the front of the road
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- the first vehicle in the turn jumps to a strange position based on the front/back rendering
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- at signals, cars doing the same turn wont start it until the last car finishes it
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## Stop sign editor
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Stop signs are FIFO, except that many intersections only have a stop sign for
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