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organizing TODOs... well, some of them
This commit is contained in:
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# Halloween visual demo
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# TODO - Extra side-projects
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## Themed rendering
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- halloween, winter, jungle, 8bit, organic (deform buildings), floorplan,
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machine (make buildings pump along front paths)
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## Halloween visual demo
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- cars with headlights
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- cars with headlights
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- pumpkins
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- pumpkins
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@ -10,3 +17,11 @@
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- fog effects
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- fog effects
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- in 3D, what if roads are sunken rivers and buildings giant skyscrapers?
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- in 3D, what if roads are sunken rivers and buildings giant skyscrapers?
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- eyes on the houses, that blink
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- eyes on the houses, that blink
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- trick-or-treaters wandering around
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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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23
docs/TODO_game.md
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docs/TODO_game.md
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# TODO - Core gameplay
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- parking vs bus tutorial level
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- Example use cases
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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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- easter eggs
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- name agents, with some good names scattered in (Dustin Carlino, Dustin Bikelino, Dustin Buslino...)
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## The very detailed driving model
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- different lookahead reaction times
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- could see if we ever have a lookahead constraint to deaccel more than what
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we're capable of. it might mask problems. but since things like
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accel_to_stop_in_dist don't have a careful notion of how much time will pass,
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they recommend big rates sometimes.
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- no way for an agent to request a turn and ASAP have it granted. are there cases where they might slow down unnecessarily?
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11
docs/TODO_logistic.md
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11
docs/TODO_logistic.md
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# TODO - Project logistics
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- enable more clippy lints
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- enforce consistent style (derive order, struct initialization order)
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- cross-platform builds
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- document map model
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- diagram of data sources and stages
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- explanation of intermediate formats
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- autogenerate diagrams of the data schemas
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- list invariants
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# TODO for Phase 1 (Basemap)
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- huge maps
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- manually mark polygon for the part of seattle to simulate
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- maybe need a quadtree for sidewalk finding to actually work (slightly weird, because no render layer -- use center points only)
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- look into all the warnings (trim failing, no driving lane for buses, duplicate turns)
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- lots more data
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- lanes: https://data-seattlecitygis.opendata.arcgis.com/datasets/49d417979fec452981a068ca078e7070_3
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- not filled out for most streets
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- traffic circles: https://data-seattlecitygis.opendata.arcgis.com/datasets/717b10434d4945658355eba78b66971a_6
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- https://data-seattlecitygis.opendata.arcgis.com/datasets/sidewalks
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- disagrees with OSM road centers sometimes
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- https://data-seattlecitygis.opendata.arcgis.com/datasets/curb-ramps
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- high quality thick roads: https://seattlecitygis.maps.arcgis.com/apps/webappviewer/index.html?id=86cb6824307c4d63b8e180ebcff58ce2
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- OSM has footways
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- but theyre not marked everywhere
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- and theyre hard to associate with roads (sometimes need to infer a planter strip)
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- maybe also the time to split into different lane types? what's similar/not between them?
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- graph querying?
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- rendering (and other UI/editor interactions)?
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- sim state?
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- Sidewalk, Parking, Street
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- more data
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- draw ALL 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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- render trees
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- do need to mouseover shapefile things and see full data
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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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- polish geometry
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- new center polylines
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- explode out at some angles
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- draw intersections at dead-ends
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- shift turn icons and stop markings and such away from crosswalk
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- interpret failed shifting/polyline attempt as implying something about the lane specs
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- figure out what to do about yellow center lines
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- yellow and white lines intersect cars and turn icons and such
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- who should own drawing them?
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- trim them back too (maybe to avoid hitting the intersection?)
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- code cleanup
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- move map_model geometry stuff elsewhere (sim stuff also needs it though)
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- better drawing
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- bezier turns for lane markings, turn icons, agent turn signals?
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- rooftops
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- https://thumbs.dreamstime.com/b/top-view-city-street-asphalt-transport-people-walking-down-sidewalk-intersecting-road-pedestrian-81034411.jpg
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- https://thumbs.dreamstime.com/z/top-view-city-seamless-pattern-streets-roads-houses-cars-68652655.jpg
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- https://gifer.com/en/2svr
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- color tuning
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- neutral (white or offwhite) color and make noncritical info close to
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that. http://davidjohnstone.net/pages/lch-lab-colour-gradient-picker,
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chroma < 50
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# TODO for Phase 2 (Editor)
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- support massive maps
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- render to a bitmap and clip that in?
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- sometimes UI zooms in at once, then unzooms slowly. drop events?
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- different UIs
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- 3D UI sharing the same structure as the 2D one
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- svg export some area, for manual mockups
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- web version
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- ggez, quicksilver, unrust could work
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- easy UI bugs
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- big maps start centered over emptiness
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- deal with overlapping keys that still kinda happen (sim ctrl, escape game)
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- and missing keys, like no tooltip for turns, since they're only shown in editors now
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- bug: do need to recalculate current_selection whenever anything potentially changes camera, like follow
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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
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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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- be able to change road directions
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- tests that edits + reload from scratch are equivalent
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- undo support!
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# TODO for Phase 3 (Simulation)
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## cars
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- features
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- different lookahead reaction times
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- figure out lanechanging (and turns that dont make sense)
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- code cleanup
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- figure out responsibility btwn agents and managers, then fix up visibility
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- things like ParkingSimState have so many methods -- some are only
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meant for spawner, or driving/walking to query. separate out some
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traits.
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- on a lane vs turn permeates so many places
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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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- make lookahead buffer follow the shape of the road and extend into other lanes and stuff
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- render cars with textures?
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- reversible sim
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- be careful
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- could see if we ever have a lookahead constraint to deaccel more than
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what we're capable of. it might mask problems. but since things like
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accel_to_stop_in_dist don't have a careful notion of how much time will pass,
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they recommend big rates sometimes.
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- no way for an agent to request a turn and ASAP have it granted. are there cases where they might slow down unnecessarily?
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## bikes
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- model bikes as slow cars
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## pedestrians
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- render overlapping peds reasonably
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## General
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- savestating a sim has nondet output due to hashes; switching to btree is kind of weird
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- consider overriding encoding for TurnID and such, instead of remembering to stick maps everywhere
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- diffing two sim states is tedious no matter what; is there a nice macro-driven deep equals we could do instead?
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- will need programmatic diffs later for pointing out changes to players in A/B tests
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- consider refactoring car/ped sim
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- basic structure with actions, react, stepping is same. SimQueue, lookahead, can goto? differs.
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- handle map borders
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- manually mark polygon, not a bbox, as the border
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- be able to start/end trips there
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- start to model demand data with manually selecting a source/dest area
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- figure out how to capture stacktraces kinda optionally
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- manual call at a fxn to dump its stacktrace somewhere (to a file? ideally shared global state to dedupe stuff)
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- macro to insert a call at the beginning of a fxn
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- macro to apply a macro to all fxns in an impl
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- then i can manually edit a few places when I want to gather data
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- https://en.wikipedia.org/wiki/File:A_Call_Graph_generated_by_pycallgraph.png
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@ -1,9 +0,0 @@
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# TODO for Phase 4 (Game)
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- Example use cases
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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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- easter eggs
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- name agents, with some good names scattered in (Dustin Carlino, Dustin Bikelino, Dustin Buslino...)
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27
docs/TODO_quality.md
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27
docs/TODO_quality.md
Normal file
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# TODO - Map quality
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## Geometry
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- ped paths through sidewalk corners are totally broken
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- figure out what to do about yellow center lines
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- yellow and white lines intersect cars and turn icons and such
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- who should own drawing them?
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## More data
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- lanes: https://data-seattlecitygis.opendata.arcgis.com/datasets/49d417979fec452981a068ca078e7070_3
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- not filled out for most streets
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- traffic circles: https://data-seattlecitygis.opendata.arcgis.com/datasets/717b10434d4945658355eba78b66971a_6
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- https://data-seattlecitygis.opendata.arcgis.com/datasets/sidewalks
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- disagrees with OSM road centers sometimes
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- https://data-seattlecitygis.opendata.arcgis.com/datasets/curb-ramps
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- high quality thick roads: https://seattlecitygis.maps.arcgis.com/apps/webappviewer/index.html?id=86cb6824307c4d63b8e180ebcff58ce2
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- OSM has footways
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- but theyre not marked everywhere
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- and theyre hard to associate with roads (sometimes need to infer a planter strip)
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- draw ALL water and greenery areas
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- draw benches, bike racks
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- render trees
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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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33
docs/TODO_refactoring.md
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33
docs/TODO_refactoring.md
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# TODO - Refactoring
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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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## Map layer
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- pt2d resolution
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- then my own physics types
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- maybe also the time to split into different lane types? what's similar/not between them?
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- graph querying?
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- rendering (and other UI/editor interactions)?
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- sim state?
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- Sidewalk, Parking, Street
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## Sim layer
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- consider refactoring car/ped sim
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- basic structure with actions, react, stepping is same. SimQueue, lookahead, can goto? differs.
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- detangle sim managers... but first, figure out how to capture stacktraces
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- manual call at a fxn to dump its stacktrace somewhere (to a file? ideally shared global state to dedupe stuff)
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- macro to insert a call at the beginning of a fxn
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- macro to apply a macro to all fxns in an impl
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- then i can manually edit a few places when I want to gather data
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- https://en.wikipedia.org/wiki/File:A_Call_Graph_generated_by_pycallgraph.png
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- figure out responsibility btwn agents and managers, then fix up visibility
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- things like ParkingSimState have so many methods -- some are only
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meant for spawner, or driving/walking to query. separate out some
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traits.
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- on a lane vs turn permeates so many places
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docs/TODO_ux.md
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docs/TODO_ux.md
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# TODO - GUI and UX
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## Quick n easy
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- audit all panics
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- tune text color, size, padding
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- sort the top menus
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- click cycle diagram to edit duration
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- lane edit validity
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- make it easy to see current lane when changing it
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## Less easy
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- revamp stop sign editor
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- toggle rewind mode
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- sim stuff feels like a modal menu that's kinda omniprescent, but gets hidden sometimes
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## General ezgui stuff
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- trigger screencap from a top menu debug thing WITHOUT a hotkey.
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- optionally limit canvas scrolling/zooming to some map bounds
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- T top menu doesnt know when we have a more urgent input thing going!
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- cant use G for geom debug mode and contextual polygon debug
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- on a menu with preselected thing, clicking ANYWHERE does stuff...
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- X on all menus
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## New features
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- swap direction of one-way
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- convert between one- and two-way if there's enough space
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- undo support for edits
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## Better rendering
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- render overlapping peds reasonably
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- draw moving / blocked colors (gradually more red as they wait longer)
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- render cars with textures?
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- rooftops
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- https://thumbs.dreamstime.com/b/top-view-city-street-asphalt-transport-people-walking-down-sidewalk-intersecting-road-pedestrian-81034411.jpg
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- https://thumbs.dreamstime.com/z/top-view-city-seamless-pattern-streets-roads-houses-cars-68652655.jpg
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- https://gifer.com/en/2svr
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- color tuning
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- neutral (white or offwhite) color and make noncritical info close to
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that. http://davidjohnstone.net/pages/lch-lab-colour-gradient-picker,
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chroma < 50
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# Backlog
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## Code cleanup
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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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- 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 (derive order, struct initialization order)
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|
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## Conga line idea
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|
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|
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- try constructive approach for snake idea
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|
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- with interactive mode?
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|
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- try destructive approach for snake idea
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- with interactive mode?
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## Generally useful rust stuff
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- better test runner
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- summary of pass/fail at the end, with timings
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- log output from failures to tmp files
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# Project plan
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## Phase 1: Basemap
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Produce a high-quality map of Seattle, modeling everything relevant. Input is
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OSM, elevation data, King Country GIS data, etc, and also manual edits.
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- Polygons shouldn't overlap
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- Can export to various formats and announce for anyone's use (though waiting for the editor might be wiser)
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- Have fun with themed rendering: halloween, winter, jungle, 8bit, organic
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(deform buildings), floorplan, machine (make buildings pump along front
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paths)
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## Phase 2: Editor
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||||||
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Have an easy UI to modify the basemap -- changing lanes and intersections mainly.
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||||||
- Can use this to make the basemap more realistic, and also later for the game
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## Phase 3: Simulator
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Model people moving around the map.
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||||||
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||||||
- Will need realistic demand data for this or the next phase
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|
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- Reversible simulation would be amazing
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||||||
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|
||||||
## Phase 4: Game
|
|
||||||
|
|
||||||
Turn everything into a game by introducing tutorial levels, specific challenges, scoring, etc.
|
|
||||||
|
|
||||||
- Figure out how to represent A/B tests
|
|
Loading…
Reference in New Issue
Block a user