Hi! I have a kind-of far-away dream to learn game making and make a game about transit planning. However, I’m afraid that what I’m imagining might kill a normal PC because of its complexity, which would be a big bummer after investing all the time and energy to learn. So I’d appreciate advice about the limits of complexity, specifically about pathfinding/shortest route.
Basically, my game idea is that the player is creating a train/transit network, and entice commuters to switch from commuting by car to commuting by train. This happens when the travel time from the passenger to his desired destination is shorter by using the route available by train rather than by road.
Obviously there would be many possible routes from passenger to destination, so I imagine dijkstra or A* is the way to go - each station being a node and every rail track between stations being a segment, with the travel time being the cost. The same logic would apply to roads for the car routes… The passenger calculates shortest route in the road graph and compares it to shortest route in the train graph.
Now, my problem is that I’m hoping to have a rather realistic size of the playing field, say 100x100km or so. With careful planning, the road network(which I imagine is the most complex of the two) could have around 10,000 nodes. Potentially, there could be 40,000 passengers, each with their own desired destination.
So is there any way that 40,000 passengers, in real time, can evaluate the cost of using the road system vs the train system? Basically the game would need to perform 40,000 shortest routes calculations for the 10,000 node road graph, and 40,000 shortest route calculations for the 1,000-5,000 node train graph.
Keep in mind it’s only simple numbers we are talking about, none of this would be represented graphically. I’m only worried about what this amount of calculations would do to a regular gamers computer.
Hope what I’m asking is clear, otherwise please ask me to clarify… very grateful for any input!