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filling out some instructions for the binary releases. also writing down
some interview questions / actual tasks for a UX person I'd love to hire. :)
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# A/B Street Instructions
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...
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General disclaimer: This is a very rough demo. The user interface and controls
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are horrible. Don't expect things to work well, or at all. Please email
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`dabreegster@gmail.com` or file a Github issue if you hit problems.
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Start the game by running `run_montlake.sh` or `run_montlake.bat`. On Windows,
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you'll probably get a warning about running software from an unknown publisher.
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Two maps are included in this release -- `montlake` is a small slice around the
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Montlake neighborhood, `23rd` is a larger slice around 23rd Ave.
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General controls:
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- Click and drag to move
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- Scroll wheel or touchpad to zoom
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- Hover over something and hold Control to examine it
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- Select something and right click for a menu of relevant actions. The keyboard
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shortcuts also work just by selecting that object.
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- Explore the menu bar at the top.
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Simulating traffic:
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- Choose `seed the sim with agents` from the `Simulation` menu, or just press
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`s` while nothing is selected. This will spawn a bunch of parked cars, buses,
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and pedestrians leaving buildings. Some of the pedestrians will get into a
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parked car and start driving somewhere.
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- Press `space` to pause/resume the simulation. `]` speeds things up, and `[`
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slows things down. You can find all of these in the `Simulation` menu.
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- Spawn a single agent by selecting the starting building and pressing `F3` (or
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right clicking the building and using the menu). Select the goal building and
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confirm with `F3`. You can hover over any agent to see its route; press `r`
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(or right-click the agent) to keep drawing the route.
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- Hover over an intersection and press `z` to spawn a bunch of cars nearby.
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Editing the map:
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- You can only make edits when a simulation isn't running. If you already
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started one, quit and start over.
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- Select an intersection and press `e`. You can then select an individual turn
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icon and press `space` to change its priority.
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- Enable `edit roads` from the `Edit` menu, select a lane, and press `space` to
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change its type.
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- Save your changes using `manage map edits` in the `Edit` menu.
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## Data source licensing
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@ -10,28 +10,36 @@ link to code
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## Features
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demonstrate all of these things with before/after pictures or GIFs showing functionality
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demonstrate all of these things with before/after pictures or GIFs showing
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functionality
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- Lanes
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- show OSM way with metadata
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- then multiple lane types, between two intersections. example with a curved road.
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- then multiple lane types, between two intersections. example with a curved
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road.
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- individual parking spots modeled
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- bus/bike lane restrictions modeled, with connecting turns that make sense (bus can go from restricted to general lane, but normal car cant enter a bus lane)
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- bus/bike lane restrictions modeled, with connecting turns that make sense
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(bus can go from restricted to general lane, but normal car cant enter a bus
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lane)
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- Intersections
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- OSM model doesn't explicitly have these at all; just ways with shared nodes
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- they have geometry; cars and peds stop and wait at the end of a lane, then cross through the intersection
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- they have geometry; cars and peds stop and wait at the end of a lane, then
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cross through the intersection
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- crosswalks and sidewalk geometry continues
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- turns connect lanes, the turns have a path. turns conflict or don't.
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- stop signs (some directions stop and others dont), traffic signals with multiple phases
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- stop signs (some directions stop and others dont), traffic signals with
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multiple phases
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- "reasonable" defaults inferred, editor for the rest
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- WIP: small intersections, roundabouts merged
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- Buildings
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- classified by use, notion of residential density
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- front path connecting to a sidewalk
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- Clipping / borders (WIP)
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- clipping polygon actually chops all geometry to fit -- doesnt just omit things that cross or leave dangling OOB stuff
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- clipping polygon actually chops all geometry to fit -- doesnt just omit
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things that cross or leave dangling OOB stuff
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- cleans up areas (parks, bodies of water) nicely
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- roads that cross the boundary have direction-aware 'border intersections' at the end, to model traffic flowing in or out of an area
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- roads that cross the boundary have direction-aware 'border intersections' at
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the end, to model traffic flowing in or out of an area
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## Model
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docs/project/team.md
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docs/project/team.md
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# Desired team
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## UX
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- How should compatible functionality (like following an agent and showing its
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route) work simultaneously? What functions should remain mutually exclusive
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(showing chokepoints and editing lanes)?
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- How should the modal side menus, bottom status bar, right click menus, top
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menu, etc be designed?
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- Is it confusing to let people edit a map while a simulation is running?
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- How should edits to a map be visualized?
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- How should traffic be depicted when unzoomed?
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- Please sketch how a traffic signal's current state be displayed. What about
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editing a traffic signal?
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- How to show A/B test results live as a simulation runs?
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- Multiple overlapping pedestrians?
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- Redesign how cars look, including turn signals
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- How to depict demand data?
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- What would you change about the way the map is currently displayed? (Building
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types, front paths, intersection colors, stop signs, colors)
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mkdir -p $OUT/data/maps
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for map in montlake 23rd; do
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cp -v data/maps/$map.abst $OUT/data/maps/
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cat << EOF > $OUT/run_$map.sh
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cd editor
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./editor ../data/maps/$map.abst
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EOF
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chmod +x $OUT/run_$map.sh
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done
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mkdir $OUT/editor
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