- networked simultaneous agent navigation for real-time traffic reporting etc
- rerouting after mistakes
- comparing multiple transit options from flexible (walking/driving) to fixed-line (public transit, flights, waterways)
- handling updates to the routes, addresses, and the map in general
It would be especially cool if it could handle any kinds of transit determined by general traits (ground/air/water, speed, flex/fixed-stop, fuel type, passenger count) so you could even use it for a fantasy town with a dragon-drawn carriage and a catbus.
Unrelated, I find it depressingly amusing that the simulation was built with automotive traffic being the default and only way people can live their lives, and public transit and pedestrianism is a "TODO", much like many major cities in the world (esp. outside EU/east Asia). Once those are implemented, I'd love a fork of this project that straight up doesn't have cars. I would like to see the emergent effects (or failures) of a city that is forced to grow around pedestrians and trains.