Fantastic project and front page. I'm sorry I have nothing to add, I'm just amazed be the effort, and how smooth, fast and straightforward it all is presented.
This is awesome. I didn't realise OSM even had such detailed data on building shapes. As others have noted, outside (or on the outskirts of) major cities the data is quite sparse but central London, for example, looks great.
Yeah, the OSM data seems really complete for some cities. Co-incidentally, I've recently been putting together some 3D GIS visualisation stuff using OSM data.
Try zooming in to pretty much any capital city, then use the right mouse button to rotate the viewpoint so the 3D shows up properly:
As a data point, holding down the shift key + using the arrow keys at the same time also works for moving the camera viewpoint. It's not as fine grained as the right mouse button, but it works "well enough" as an alternative for setups without a right mouse button. :)
Works in FF for me. It's rather resource hungry, maybe an OOM? Judging from RAM consumption I'm guessing it doesn't utilise GPU, but maybe it does and didn't fit in mine.
Same for me. I get the following messages in the console:
Loading failed for the <script> with source “https://streets.gl/js/index.js”. streets.gl:1:940
A resource is blocked by OpaqueResponseBlocking, please check browser console for details. script.js
Loading failed for the <script> with source “https://analytics.streets.gl/js/script.js”. streets.gl:1:815
In case one of the developers is reading, small-ish bug: I increased the vertical field of view "all the way" to 120 degrees. When in "morning" mode, there is a rectangular "shade" over the right bottom corner of the screen. When in "evening" mode it is in the left bottom quarter. (At least on my MBP with Chrome.)
This is awesome! I'm not a gamer but a huge map nerd, however I've always dreamed of a "real world" mmorpg. I've taken a stab at learning Unreal to combine with some map data but never got too far.
I think this is a better approach. I assume it's using "regular" vector tiles and rending things based on that? Like where a map usually has green fill for trees, it's rendering out a patch of trees?
It does use elevation data, but does not exaggerate it, I guess. Back when I was working with 3D maps, we noticed that many people liked exaggerated terrain heights better, especially when the terrain is viewed from above and realistic heights looked “flat”. Near where I live it looks fairly close to what it does in real life: https://streets.gl/#48.50063,8.99766,7.25,312.50,135.56 (granted, having added building and roof colors for almost all buildings also helps).
While a good idea in general (the StreetComplete app makes this very easy, by the way), this won't help for this app, as the data is from September 2023. Otherwise I'd love to use it more to validate how renderers handle different buildings. F4Map should show the change fairly quickly, though.
With textures this looks nicer than demo.f4map.com , but sadly, map data is way too old. And bridges are still a huge issue. With name like "Streets" I was expecting to be able to drive around in some sort of vehicle.
All the assets are loading sequentially. I have 100ms of latency to the server so that means several seconds of load time for me. Should be an easy fix to load them in larger batches.
All the initial assets yes, although once it started pulling in tiles, those seemed to be parallel from then on.
It took over 43 seconds to load for me according to Firefox's dev tools Network tab, each image was effectively > 300 ms, but I'm in New Zealand, and the server seems to be in the Netherlands, so that's almost worst-case...
OpenStreetMap has the building outlines (sometimes even parts of the buildings) as well as tagging that specifies
• wall and roof color
• wall and roof material
• roof shape
• height (or levels, which
typically is then multiplied
with 3 m to get a rough height)
• starting height (or level), for
building parts above ground, e.g.
bridges between buildings.
This can then get rendered as upwards extruded polygons with a cap in the shape of the roof. There are a few more complicated ways of specifying complex roofs with ridge lines, etc. but few renderers support them and usage is fairly limited.
I think it must be using the building outline data (and metadata like the heights) that people have entered, because in my city the inner-city has very complete data but a bit further out, around where I live there aren't any building outlines on OSM and there's nothing in this 3D map apart from just the streets.
The result is very impressive given that seems to be the case!
This is pretty cool, but demonstrates why google/apple maps make heavy use of bespoke models vs just the map data, as is demonstrated pretty well by the sydney opera house and harbour bridge
https://demo.f4map.com/#lat=-33.8564200&lon=151.2149210&zoom...
f4map does a pretty good job, although I'm not sure if they use some extra model here or just render it based on osm data. Sydney opera house seems pretty well mapped and I think you could get something like that from it.
Rather disappointed to see that my condo building is flat despite being 4 floors and a nearly 20 year old renovation of a 100+ year old building. How does stuff like that happen? In the mean time the repo looks like good readin'
What I find funny is that they picked tree models that have branches down to the floor. So any tree next to a road blocks at least one lane when its branches should be several feet in the air.
Stop what you're doing and use Cloudflare (free) immediately. This is the slowest loading site I've used in years and it deserves better for all the work you've put in.
Source is here: https://github.com/r-follador/cubetrek