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Hire some game devs that have worked on path finding in AAA games. They will find a way to partially pre process the map data in such a way that on-device computation can then let the user pick and choose what roads to favor and what roads to exclude.

And as an added bonus they’ll be unrelentingly optimizing your map application to the point where the UI will run at 144 Hz ;)



Cyclestreets already built a custom bike routing engine that is used in a bunch of different cycle map apps/websites, and has been for over a decade

https://www.cyclestreets.net/help/journey/routing/

at the most basic level it lets you choose between fastest and quietest routes, understands hills, cycle paths, etc.

There's many, many other choices https://wiki.openstreetmap.org/wiki/Routing

contraction hierarchies https://en.wikipedia.org/wiki/Contraction_hierarchies made cross-continent route planning practical and practically instant, eg in GraphHopper. A lot of the options listed there work offline.


> Hire some game devs that have worked on path finding in AAA games.

I think you're seriously overestimating how many AAA games do any kind of fancy pathfinding beyond "just use A*".


Well. I’m not saying to unconditionally hire them.

Ask them a few questions in the interview to see what specific kind of problems they’ve been solving :)


Game routing is not remotely similar to real world routing. Neither in scale, nor in other aspects like road traffic or incorporation of human preferences.

In any case, I'm not suggesting it's impossible, just costlier than people imagine when they ask for the feature.




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