Open Source Routing Machine (OSRM)
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Open Source Routing Machine (OSRM) | arewegameyet | |
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19 | 99 | |
6,074 | 677 | |
1.6% | 1.2% | |
7.0 | 7.1 | |
23 days ago | 4 days ago | |
C++ | SCSS | |
BSD 2-clause "Simplified" License | Creative Commons Attribution 4.0 |
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For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Open Source Routing Machine (OSRM)
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Easiest way to calculate distances between multiple locations?
then called the Open Streetmap api described here using Power query: https://github.com/Project-OSRM/osrm-backend/blob/master/docs/http.md
- Can someone fix this tricky ferry route?
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Using R to Cluster Points by Road Networks
OSRM: A super fast and easy to use routing engine that runs on OSM data. You only need to run 5 lines of code to (1) download a .pbf from Geofabrik, (2-5) download the OSRM docker image and pre-process the OSM data. There are also 3 profiles predefined that you can use: car, bike, foot (e.g. foot.lua). It basically hosts a local server. I find the easiest way is to combine it with the osrm R package. I have seen you also need to adjust for the elevation. I think I have seen some custom LUA profiles that also account for DTM derived elevation changes as an additional weight.
- OpenStreepMap 2012 vs. 2022
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Troubleshooting OSRM
I am trying (and failing) to setup an OSRM instance with docker compose. The issue I've encountered is with setting up osrm-backend. According to the Github and Docker Hub pages, the process is as follows:
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What's everyone working on this week (29/2022)?
I am creating Rust bindings to https://github.com/Project-OSRM/osrm-backend using autocxx. This allows for fast routing on openstreetmap data. They have a nodejs server, but I'm going to write a Rust one with these new bindings. I am finding that many of the config classes in C++ are't Plain-Old-Data structures, so are opaque structs, so I have to write getters and setters in C++.
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Show HN: Self-Hosted Maps Stack
> As a cyclist I’m almost always disappointed by google, apple, and Valhalla
Have you tried the OSRM bike config? (The one you find in https://github.com/Project-OSRM/osrm-backend/blob/master/pro...)
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loosing my mind
This is a 30 second exercise on OSRM, or any other service that provides directions.
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There should be a “safe mode” on google maps.
As for the rules for routing algorithms, OSMR's foot profile looks like good place to start. You could copy the file into something like for_women.lua and extend it with rules for e.g. street lighting and any other features of interest. Of course, it would be best to reach out to the other devs first.
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Walking distance and triangle inequality
I'm trying to calculate walking distances using OSM and OSRM but this results in distance matrices that violate triangle inequality. This is a pretty bad issue for the spatial models I'm building. I was wondering whether there are alternatives to OSRM that guarantee that triangle inequality is respected. Mostly, I really don't care about the routing algorithm looking at red lights, whether streets are one or two way streets, private roads, etc. I just need the distance along pathways between points.
arewegameyet
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Is rust suitable for multiplayer games?
arewegameyet
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Someday, maybe, we will be game. I hope.
"While the ecosystem is still very young, you can find enough libraries and game engines to sink your teeth into doing some slightly experimental gamedev."
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Egregoria is a city simulation with high granularity
I think Rust for games has come really far. I will cite https://arewegameyet.rs/ "Almost. We have the blocks, bring your own glue.".
All the blocks are there and the language is really well suited to games.
On top of my head:
The pros:
- The crate ecosystem and the package manager makes it really easy to integrate any useful component such as pathfinding, spatial partitioning, graphics backend, audio system.. Most crates take a lot of effort to be cross-platform so I can develop on linux and not spend too much time debugging windows releases.
- The strong typing and algebraic data types makes expressing the game state very pleasant. I also found I was able to develop a very big game without too many bugs even though I don't write many tests.
- Ahead of time compilation + LLVM guarantees you won't have to optimise for weird things around a virtual machine. Rust gives you more control to optimise hot loops as you can go low-level.
- I find wgpu to be the perfect balance between ergonomics and power compared to Vulkan. OpenGL support through wgpu is also a nice addition for lower end devices.
- The Rust community is very helpful, you can often talk directly to crate maintainers
The cons:
- Compilation times, when compared to JITed languages such as C# can be very painful. It can be alleviated by buying a 3950X but I still often get 10-30s iteration times.
- The static nature of Rust means you often need a dynamism layer above to tweak stuff that can be awkward to manage. I made inline_tweak for this purpose but it's really far from how easy Unity makes it. https://github.com/Uriopass/inline_tweak
- Since Rust feels very ergonomic, you are tempted to write almost all game logic within it, so mod support feels very backwards to implement as you cannot really tweak "everything" like in Unity games. Thankfully "Systems" game like Factorio or Egregoria can be theoretically split into the "simulation" and the "entities" so mod can still have a great impact. Factorio is built in C++ so has the same problematic. Their Lua API surface is quite insane to be able to hook into everything. https://lua-api.factorio.com/latest/
Now, I have to talk about Bevy: https://bevyengine.org/. It did not exist when I started but it is a revolution in the Rust gamedev space. It is a very powerful 100% Rust game engine that makes you write game code in Rust too. It has incredible energy behind it and I feel like if I'd used Bevy from the start I wouldn't have had to develop many core engine systems. Its modular design is also incredibly pleasant as you can just replace any part you don't like with your own.
- What is Rust's potential in game development?
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Struggling to find practical uses for Rust
For practical uses of Rust? Whatever you want to program. People use Rust for game development, GUIs, web dev, and more. Anything where abstraction, speed, concurrency, memory safety, etc. are important, Rust will probably be a good fit.
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Latest Zen Kernel......
Are we game yet? "Almost. We have the blocks, bring your own glue"
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Really frustrated. [Warning: Bit of a negative rant]
Not seeing anything else that's close to photo realistic. I'm hitting the tough bugs first all too often. More than half my time has been spent on ecosystem problems.
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What are some stuff that Rust isn't good at?
I also know of https://arewegameyet.rs/
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Chrome ships WebGPU, a sort-of successor to WebGL. How soon do you see this being adopted by the game dev community?
Yes — and in fact, Firefox's implementation has been the go-to graphics API for folks trying to make Rust gamedev happen for a long time now. Bevy Engine's renderer is built on it, for example.
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Are We <Thing> Yet?
They're all/mostly websites about the state of the Rust language ecosystem. For example, can you write games in Rust (https://arewegameyet.rs/) or what's the state of the async (https://areweasyncyet.rs/)
What are some alternatives?
openrouteservice - 🌍 The open source route planner api with plenty of features.
Godot - Godot Engine – Multi-platform 2D and 3D game engine
valhalla - Open Source Routing Engine for OpenStreetMap
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
OpenTripPlanner - An open source multi-modal trip planner
rust-rdkafka - A fully asynchronous, futures-based Kafka client library for Rust based on librdkafka
Nominatim - Open Source search based on OpenStreetMap data
GameDev-Resources - :video_game: :game_die: A wonderful list of Game Development resources.
TileServer GL - Vector and raster maps with GL styles. Server side rendering by MapLibre GL Native. Map tile server for MapLibre GL JS, Android, iOS, Leaflet, OpenLayers, GIS via WMTS, etc.
detonator - 2D game engine and editor 💥💣
OsmAnd - OsmAnd
awesome-bevy - A collection of Bevy assets, plugins, learning resources, and apps made by the community