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40 lines
1.6 KiB
Markdown
40 lines
1.6 KiB
Markdown
# 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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- lane changing: seattle polite. planned things work. limit to space needed.
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## A much simpler model
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- render maps as super simple transit network.
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- event based + FSM + radically simpler model. essence of scarcity -- intersections, parking, lane capacity.
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- simpler kinematics: if we recognize we're stopping for an
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intersection or following a vehicle closely, just set the
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final state to be perfectly what we desire, rather than
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solving for the acceleration to achieve that.
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intent (and capabilities), not mechanics!
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- check out https://github.com/movsim/traffic-simulation-de
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- collapse smaller roads/neighborhoods and just simulate aggregate stats about them
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