abstreet/docs/TODO_phase3.md
2018-07-31 20:31:41 -07:00

1.2 KiB

TODO for Phase 3 (Simulation)

cars

  • model cars parking

    • make vanished cars just park again, when possible
    • when parking is full or no parking at goal road, roam until parking is found
  • code cleanup

    • figure out responsibility btwn agents and managers, then fix up visibility
    • rng should live in a scenario spec layer, not in the sim itself
  • better visualization

    • draw moving / blocked colors (gradually more red as they wait longer)
    • draw stop buffer in front/behind of cars
    • draw cars in slightly different colors, to distinguish them better
  • start implementing a second AORTAish driving model

    • then make cars park/unpark at the correct position
  • reversible sim

bikes

  • model bikes as slow cars

pedestrians

  • make them start and end at buildings
    • trim the sidewalk path to the edge of a building
  • render overlapping peds reasonably

General

  • savestating a sim has nondet output due to hashes; switching to btree is kind of weird
    • unit test that two savestates of same sim are equal
  • diffing two sim states is tedious no matter what; is there a nice macro-driven deep equals we could do instead?
    • will need programmatic diffs later for pointing out changes to players in A/B tests