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basic linux+windows release script
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@ -22,3 +22,4 @@ A/B Street binary releases contain pre-built maps that combine data from:
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* City of Seattle GIS program (https://www.opendatacommons.org/licenses/pddl/1.0/)
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* https://github.com/seattleio/seattle-boundaries-data (https://creativecommons.org/publicdomain/zero/1.0/)
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* USGS SRTM
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* DejaVuSans.ttf (https://dejavu-fonts.github.io/License.html)
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20
build_release.sh
Executable file
20
build_release.sh
Executable file
@ -0,0 +1,20 @@
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#!/bin/bash
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set -e
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OUT=abst_release
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rm -rfv $OUT
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mkdir $OUT
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cp color_scheme $OUT
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mkdir $OUT/editor
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#cp target/debug/editor $OUT/editor
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#cp target/x86_64-pc-windows-gnu/debug/editor.exe $OUT/editor
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cp target/x86_64-pc-windows-gnu/release/editor.exe $OUT/editor
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mkdir -p $OUT/data/maps
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cp data/maps/montlake_no_edits.abst $OUT/data/maps
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zip -r $OUT $OUT
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@ -1 +0,0 @@
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DejaVuSans.ttf: https://dejavu-fonts.github.io/License.html
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@ -1,6 +1,7 @@
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# TODO - Core gameplay
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- parking vs bus tutorial level
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- big vertical road. some neighborhoods off to the side. everyone trying to go nrth or south. one driving, one parkign lane. a bus that makes a loop. some horizontal roads connected to borders that force the vertical road to not be fast. just make a dedicated bus lane! oops,except some of the bus stops are at narrow places, so traffic has to slow down anyway for the bus. maybe there's a bypass road through a neighborhood?
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- introduce elements gradually... fix a silly traffic signal with just cars, then add peds and bikes...
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- Example use cases
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@ -9,6 +9,11 @@
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- show common parts of routes in A/B, point of divergence
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- "Two parallel universes sit at your fingertips, and with the flick of a key, you can glide between the two. Buses jumping past traffic in one world, snarly traffic jam in the other. An A/B test revealing what currently is, and what could be, compared meticulously and deterministically. A/B Street -- which world do you prefer?"
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## Tooling
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- play with https://github.com/glennw/thread_profiler
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- and https://github.com/ferrous-systems/cargo-flamegraph
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## Stability
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- test results per git commit
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@ -1,5 +1,15 @@
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# TODO - Map quality
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## Boundary clipping
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- detect border nodes better by clipping roads based on the desired polygon in convert_osm!
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- still weird!
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- clip areas
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- outgoing border nodes do kind of need a policy... can throttle intake to model backup.
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- some areas in small_seattle are borked or missing
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- at least for lakeslice, we have points in good orders, but need to clip areas too.
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## Geometry
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- bad polyline shifting remains
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@ -72,6 +82,7 @@
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- iterative process... have to redo affected roads and intersections
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- we havent filtered buildings by proximity to sidewalk yet
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- if we dont filter at all, we pick up some houseboats! :) should draw water...
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- undo disabled traffic signal assertion
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## Release
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@ -22,6 +22,7 @@
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- text box entry: highlight char looks like replace mode; draw it btwn chars
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- traffic signal cycles go offscreen sometimes!
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- mouseover shouldnt even be possible in lot of modes, like when a menu is active
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## General ezgui stuff
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@ -39,6 +40,7 @@
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- launch floodfill from context menu while following an agent... shouldnt be allowed
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- can coexist: show score, search, hide
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- some abstraction to just declare set_mode, give the extra width and height besides the menu, and get back a screenpt to start drawing at
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- bold hotkey letters
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## New features
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@ -27,6 +27,8 @@ editing, but it likely has other uses.
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* Geometry: a PolyLine representing the center of the lane
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* Sidewalks know which Building paths are connected and
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borders
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![Alt text](https://g.gravizo.com/svg?
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digraph G {
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Road -> Intersection [label="connects two"];
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