High-performance agent-based modelling engine - top-level orchestration crate
Spatial broadphase data structures (uniform grids, neighbour queries) for rustsim in 2-D and 3-D
Microscopic crowd and pedestrian locomotion for rustsim: 2-D and layered 3-D, with Social Force, Collision-Free Speed, Generalized Centrifugal Force, Optimal Steps, and Anticipation Velocity models
2-D and 3-D geometric primitives and queries for rustsim (points, AABB, segments, rays, triangles, closest-point, raycast)
Arrow batch builders, CSV bridge, and ClickHouse writer for rustsim
Multi-modal mobility glue for rustsim: leg-based trips, mode transitions, shared obstacle interfaces between crowds, vehicles, and transit
Shared multimodal mode semantics for rustsim: travel modes and compact allowed-mode sets
Generic A* and grid-specific pathfinding for rustsim
Agent activation schedulers for rustsim
Space implementations (grid, continuous, graph, hybrid) for rustsim
Transport-domain semantics for rustsim: multimodal movement, controls, and routing metadata
Public-transit primitives for rustsim: stops, routes, schedules, boarding/alighting queues, dwell times, headway control