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1.6 KiB
1.6 KiB
TODO for Phase 3 (Simulation)
cars
-
code cleanup
- figure out responsibility btwn agents and managers, then fix up visibility
- things like ParkingSimState have so many methods -- some are only meant for spawner, or driving/walking to query. separate out some traits.
- on a lane vs turn permeates so many places
-
better visualization
- draw moving / blocked colors (gradually more red as they wait longer)
- make lookahead buffer follow the shape of the road and extend into other lanes and stuff
-
reversible sim
-
be careful
- 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.
- no way for an agent to request a turn and ASAP have it granted. are there cases where they might slow down unnecessarily?
bikes
- model bikes as slow cars
pedestrians
- render overlapping peds reasonably
General
- savestating a sim has nondet output due to hashes; switching to btree is kind of weird
- consider overriding encoding for TurnID and such, instead of remembering to stick maps everywhere
- 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
- consider refactoring car/ped sim
- basic structure with actions, react, stepping is same. SimQueue, lookahead, can goto? differs.