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5.3 KiB
5.3 KiB
Backlog
These are very old TODOs that aren't captured elsewhere.
Themed rendering
- halloween, winter, jungle, 8bit, organic (deform buildings), floorplan, machine (make buildings pump along front paths)
Halloween visual demo
- cars with headlights
- pumpkins
- fences / bushes / features in houses or triangulation on a block with buildings
- buildings as rooms in a hotel
- silent hill soundtrack
- deformed buildings pulsing on front path springs
- lighting?
- fog effects
- in 3D, what if roads are sunken rivers and buildings giant skyscrapers?
- eyes on the houses, that blink
- trick-or-treaters wandering around
Conga line idea
- try constructive approach for snake idea
- with interactive mode?
- try destructive approach for snake idea
- with interactive mode?
Charm
- music / sound effects
- as you zoom in, overhear conversations and such
- some buildings could have extra detail
- zoom in too much, what might you see? ;)
- loading screen: snakey cars
- game intro/backstory: history of seattle urban planning
- player context: a drone. people will look up eventually.
More things to simulate
- seed parked cars in neighborhood with no owner or a far-away owner, to model reasonable starting state
- outgoing border nodes can throttle to simulate traffic downstream
Tooling
- play with https://github.com/glennw/thread_profiler
- and https://github.com/ferrous-systems/cargo-flamegraph
- display percentage breakdowns in Timer (need tree structure)
Boundary clipping
- some border intersections have weird OOBish geometry, or the arrows look weird
- simplify border node detection, only do it in convert_osm?
More data
- lanes: https://data-seattlecitygis.opendata.arcgis.com/datasets/49d417979fec452981a068ca078e7070_3
- not filled out for most streets
- traffic circles: https://data-seattlecitygis.opendata.arcgis.com/datasets/717b10434d4945658355eba78b66971a_6
- https://data-seattlecitygis.opendata.arcgis.com/datasets/sidewalks
- disagrees with OSM road centers sometimes
- https://data-seattlecitygis.opendata.arcgis.com/datasets/curb-ramps
- high quality thick roads: https://seattlecitygis.maps.arcgis.com/apps/webappviewer/index.html?id=86cb6824307c4d63b8e180ebcff58ce2
- render trees
- look for current stop sign priorities
- http://guides.lib.uw.edu/research/gis/uw-lib_data has cool stuff, but .lyr??
Map edits
- lane type can affect border intersections
Sim bugs/tests needed
- do bikes use bike lanes?
- test that peds will use buses organically
- make sure that we can jump to a ped on a bus and see the bus
- park/unpark needs to jump two lanes in the case of crossing a bike lane or something
- should only be able to park from the closest lane, though!
- explicit tests making cars park at 0 and max_dist, peds walk to 0 and max_dist
- lanechange rebalancing
- parking/unparking on offside of oneway
Laundry list of intersection geometry ideas
- make sure road widths are reasonable first
- SDOT dataset
- channelization
- extend all the thick roads until they poke out of stuff (except for roads continuing straight)
- play with https://github.com/w8r/polygon-offset
- https://github.com/migurski/Skeletron
- stitch together orig center line of adj roads. then do polyline shifting, which already handles angle eating?
- manually draw intersections
- montlake/520 4 traffic signal case. existing road geometry in OSM doesn't even cover everything.
Map layer
- fixed precision math
- more careful geom types, with negative/positive cases
- also bounds?
- cant get rid of the ccw intersection check... different answer in some cases that looks bad
Sim layer
- rename Car->Vehicle?
- spawning is convoluted
- popdat trip -> Scenario SpawnTrip -> pick ped speed and make spawner's TripSpec -> create trip and schedule a Command -> last minute rewriting when executing the command
- more precise car FSM by putting scheduler pointer into carstate
ezgui layer
- probably use f32, not f64 everywhere... but after Pt2D becomes fixed size
- undo the y inversion hacks at last!
- ezgui passes EventCtx and DrawCtx with appropriate things exposed.
- hide stuff inside the ctx's? canvas and prerender shouldnt even be known outside of crate
- loading screen
- FileWithProgress should go directly into Timer
- need to understand lifetimes
- FileWithProgress should go directly into Timer
Fix existing stuff
- if a lane could feasibly have multiple turn options but doesnt, print "ONLY"
- text box entry: highlight char looks like replace mode; draw it btwn chars
New features
- collapse smaller roads/neighborhoods and just show aggregate stats about them (in/out flow, moving/blocked within)
Better rendering
- depict residential bldg occupany size somehow
- rooftops
- general inspiration
- color tuning
- neutral (white or offwhite) color and make noncritical info close to that. http://davidjohnstone.net/pages/lch-lab-colour-gradient-picker, chroma < 50