1.9 KiB
General simulation-related design notes
Spawning agents
Ideally, each method would return a future that would do stuff, right? But the mutations need to be done serially. So I think each sim's method should take the path outright, not even start/end. Stick the rng work in sim for the moment. This should let the start/goal selection and the parallelization of paths happen at a more outer layer, in the sim aggregator.
... and now for scenarios / spawners. these get to run every step, trying to introduce new things in the different simulations. if a parked car can't currently begin departing, it'll keep trying every tick.
Notes on determinism
- serde tricks
- unit tests
Modeling choices
Don't model sidewalk crowdedness or bike rack availability, because in practice, these things are never scarce resources or problematic. Finding a parking spot is difficult and impacts the quality of one trip and causes externality, so we should model that.
Trips
Time to get even more multi-modal / multi-phase!
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all trips begin and end at a building
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spawn peds at a building, make them first traverse the front path.
- could model another type of On
- or, just have a special state in the walking sim, just like the driving sim has a temporary parking/unparking state
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the walking layer shouldnt care about the next layer of the trip. just tell master sim when a ped has reached a bldg or a parking spot, as desired.
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need to draw the FSM for all of this!
maybe need to organize structs/enums a little...
ParkingSpot - change this to just lane and spot idx, move other stuff to queries for ParkingSim, make it copyable CarParking - rename to ParkedCar SidewalkSpot - this should cache lane and distance. :)
Scenarios
Awkward to turn neighborhoods into buildings/streets; we kind of need the quadtree and stuff for that, which is the Renderable layer right now. Originally there was a separate geometry layer, probably for stuff like this.