the API for them.
1.7 KiB
TODO - Core gameplay
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parking vs bus tutorial level
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Example use cases
- maybe dont need simulation at all to play with these
- just a smooth editing and diffing UI
- montlake/520 turn restrictions with pedestrian scramble
- close interior neighborhoods to most cars (except for src/dst), see how traffic restricted to arterials would work
- puzzle: with only X miles of retained road, where would you leave them? what roads would go away?
- create a bike network with minimal hills, dedicated roads, minimal crossings
- maybe dont need simulation at all to play with these
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easter eggs
- name agents, with some good names scattered in (Dustin Carlino, Dustin Bikelino, Dustin Buslino...)
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 we're capable of. it might mask problems. but since things like accel_to_stop_in_dist don't have a careful notion of how much time will pass, 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.
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 intersection or following a vehicle closely, just set the final state to be perfectly what we desire, rather than solving for the acceleration to achieve that. intent (and capabilities), not mechanics!
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collapse smaller roads/neighborhoods and just simulate aggregate stats about them