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(start) documenting project philosophy
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@ -12,7 +12,7 @@
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- fences / bushes / features in houses or triangulation on a block with buildings
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- buildings as rooms in a hotel
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- silent hill soundtrack
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= deformed buildings pulsing on front path springs
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- deformed buildings pulsing on front path springs
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- lighting?
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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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@ -27,8 +27,3 @@
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- useful unit tests
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- for a given intersection with lanes, check all the turns generated
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## Code to release
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- (from before august 2019) tmp_gfx as a 2D-with-camera glium sample
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- ezgui
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- make polygons use the corrections too?
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- bad polyline shifting causes jagged lane endings in generalized_trim_back
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- handle small roads again somehow?
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- reduce degenerate min trim. the disabled fix doesn't look great.
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- I40, I25, I0 cut corners when merged. disabled fix works, but breaks other things.
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- try it bigger
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- deal with loop roads?
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- model U-turns
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- car turns often clip sidewalk corners now
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- draw SharedSidewalkCorners just around the ped path, not arbitrarily thick
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- dont forget to draw the notches
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@ -86,14 +79,6 @@
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## Discrete-event sim model
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- cleanup after the cutover
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- proper intersection policies, by seeing full view
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- time travel mode can be very smart
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- dupe code for initially spawning vs spawning when a trip leg starts.
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- validation (just do it in spawn and return an error?)
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- getting the path
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- converting goal into router and such
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- perf
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- dig into individual events, still too many?
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- for laggy heads, often round down and try slightly too early
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- hide stuff inside the ctx's? canvas and prerender shouldnt even be known outside of crate
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- generic World with quadtree should have actions on objects
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- loading screen
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- cleanup hack: dont put glyphbrush in canvas at all
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- FileWithProgress should go directly into Timer
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- need to understand lifetimes
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- cleanup abstutil Timer stuff generally
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@ -8,33 +8,21 @@
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- click cycle diagram to edit duration
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- toggle rewind mode
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- yellow or flashing red/yellow for yields
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- text box entry: highlight char looks like replace mode; draw it btwn chars
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- navigator
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- show options on map
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- stop jumping text size
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## General ezgui stuff
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- optionally limit canvas scrolling/zooming to some map bounds
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- start context menu when left click releases and we're not dragging
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- move context menus out of ezgui
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- simplify/remove UserInput.
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- maybe separate impls for context, wizard, modal menu make sense.
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- arbitrary viewports?!
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- tiling wm
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## New features
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- collapse smaller roads/neighborhoods and just show aggregate stats about them (in/out flow, moving/blocked within)
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- undo support for edits
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## Better rendering
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- depict residential bldg occupany size somehow
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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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- criteria
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- at low zoom, easily pinpoint where things are moving and stuck
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- include all agents
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## Mission Edit Mode
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- neighborhood
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- display some instructions in the modal thing ("move a point by grabbing it")
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- warp to neighborhood center and zoom out when loading one (or even hovering in the menu?)
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- display all and click to edit
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- draw text in map-space, or be able to scale it
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- renaming
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- scenario
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- visualize should just be the default thing
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- summarize in the modal menu, dont display the ugly text
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- almost feels like a list of 3 'command' types, each of which can be visualized:
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- seed cars
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- spawn agents
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- spawn agents from border
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- kind of need to CRUD this list
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- time input is very unclear, put help text in there
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- combine the spawn and border spawn... choose neighborhood OR border
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- choose in a menu list, or click on the map
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- draw the border nodes loudly
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- visualize better
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- draw separate arrows src/dst, on each side of text
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- draw text at a fixed size, not in screenspace, specify the font size.
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- associate font size with Text, probably
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- highlight a region, draw counts to/from it in some meaningful way
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- timer slider (except timeslices arent neatly in hour blocks, though they maybe should be)
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- a table (with color-coded entries) is actually perfect
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@ -64,7 +64,9 @@ data.
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You don't have to; [this tool](https://zlant.github.io/parking-lanes/) or ID or
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JOSM all work. But the UI is clunky for this specific purpose. (Also, if you
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find this tool clunky in any way, let me know and I'll fix it.)
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find this tool clunky in any way, let me know and I'll fix it.) There's also a
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proposed
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[StreetComplete quest](https://github.com/westnordost/StreetComplete/issues/771).
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### What about parking restrictions?
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# Project motivation
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http://www.govtech.com/data/SimCities-Can-City-Planning-Mistakes-Be-Avoided-Through-Data-Driven-Simulations.html
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"Only with simple, accessible simulation programs can citizens become active
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generators of their own urban visions, not just passive recipients of options
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laid out by government officials."
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## Open questions
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Why is crowdsourcing useful? People have specific expertise, more investment in
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hyper-local changes.
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Why don't people participate today? Apathy, lack of access, lack of expertise,
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gov wont do anything with feedback?
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Why do people participate in Seattle despite having something like A/B Street?
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## Why now?
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Emphasis on long-term or very disruptive changes (AVs, eventual light rail). AVs
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could be a forcing function to re-evaluate how space in a city is allocated.
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## Project outcomes
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Best and worst cases (just a game, inspire, actually cause changes)
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docs/values.md
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docs/values.md
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# Project motivations
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I thought it'd be helpful to explain what motivates my work in A/B Street. These
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are just my personal values; I don't intend to make a careful argument about
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these here. In no particular order:
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- **Transparency and reproducibility**: if city government uses data, modeling,
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or simulation to inform a decision affecting the general public, then anybody
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ought to be able to repeat that analysis.
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- This means code and data should be open.
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- Businesses like [Sidewalk Lab's Replica](https://replicahq.com/) and
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[Remix](https://www.remix.com/solutions/streets) still need to generate
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income, but it's unclear why governments use taxes to pay for something only
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they see.
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- Decision making should be documented clearly. Why were the
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[35th Ave bike lanes](https://www.seattle.gov/transportation/projects-and-programs/programs/maintenance-and-paving/current-paving-projects/35th-ave-ne)
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scrapped? Is the amount of on-street parking on nearby residential roads
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factored in? Was there analysis of how trip time is impacted by parking in
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the neighborhood and walking a few blocks to a business on the arterial?
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- **Accessibility leads to participation**: There's overhead to taking small
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ideas to advocacy groups or inconveniently timed public meetings. If the
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planning process is easier to interact with, more people will participate.
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- Seattle's
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[Your Voice, Your Choice](https://www.seattle.gov/neighborhoods/programs-and-services/your-voice-your-choice)
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program
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- **Short-term changes**: [ST3](https://en.wikipedia.org/wiki/Sound_Transit_3)
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is exciting, but 2040 isn't close. There are much cheaper changes that can be
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implemented sooner.
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- Most of the edits in A/B Street are inspired by tactical urbanism; they
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could be prototyped with signs and paint.
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TODO: car dependency
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TODO: compromises/tradeoffs
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TODO: why now? AVs force us to re-evaluate how space is allocated. and now
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covid, stay healthy sts, street eateries
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