The first approach for pedestrian pathfinding is now implemented. I chose an optimized version of the A* pathfinding with the jump point search algorithm. (For the vehicle implementation I used the Dijkstra algorithm, but this seems to be too greedy for the pedestrian pathfinding).
Collision detection and animation are still missing so the walk looks a little bit like a robot on roller-skates.
When creating the city map system for the new game I decided to use a block size of 10 meters x 10 meters.
First conceptual drawings for the road system:
I have set The level of detail of the pedestrian-map to 50 cm x 50 cm. Both together should allow a fairly high degree of flexibility when auto-generating the maps without too much memory or processing power needed.
For tests of the pedestrian system a simple road forming a closed loop should be optimal:
For debugging purposes it is useful to draw logical information (e.g. places a pedestrian is allowed to walk) on the screen. In Unity3d this is very simple to handle using the OnDrawGizmos functionality.
On the green areas, the pedestrian are allowed to walk:
The next step will be to design the traffic system.