Document GPS routing research

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Current date/time context: 2026-06-27, local timezone America/Chicago.
## 2026-06-27 Routing Literature And Engine Research
- Added `docs/gps-routing-research.md` as the durable summary of the GPS
routing research pass.
- Main conclusion: stop treating "prefer highways" as the objective. It is a
useful proxy, especially for AutoDrive, but manual player GPS should optimize
momentum/corridor quality: low turn count, low short-segment churn, good
continuity, fewer awkward ramps/intersections, and later slope/airtime risk.
- Production engines split edge cost from transition/turn cost. Mirror that at
the native solver relaxation surface instead of using another broad highway
multiplier. Prefer nonnegative additive penalties first so the vanilla
A*/Dijkstra-like assumptions stay sane.
- The user explicitly allows external dependencies if they are justified.
Recommendation after research: do not link a full production engine yet.
Borrow OSRM/Valhalla/GraphHopper cost-model ideas now, and consider
RoutingKit or a tiny custom A* runner offline for graph/cost experiments.
- Full in-game engine replacement remains feasible but expensive. It requires
extracting/owning the full drivable graph, mapping live start/target points,
computing the path, and converting the result back into Cyberpunk route
handles/records. Revisit only if native relaxation cannot support the desired
model.
## 2026-06-27 Momentum/Corridor Direction
- The user reframed the target objective: player GPS should optimize for