| ▲ | packet_mover 4 days ago | |
That’s a really interesting framing - you’re basically describing hierarchical routing / "zoom-level" graphs: do the long leg on a coarse network (highways), then refine locally as you get closer to origin/destination. FWIW, Valhalla already does a version of this: it partitions the routing graph into hierarchical tiles and runs with multiple hierarchy levels (highway / arterial / local) specifically to keep search + in-memory working set smaller on long routes: https://valhalla.github.io/valhalla/tiles/ The "quadtree tile unlock" mental model is a nice way to think about it though - if you have a favorite paper / implementation that leans harder into the tiling aspect, I’d love a pointer. I’m currently focused on packaging + offline data consistency, but routing performance on constrained edge boxes is definitely a core constraint I care about. | ||