Replying to @Smurk_77
Letting the OSM road types drive the weights is the way to go. Picking the blue is the hard part anyway.
Replying to @ozberk
Cutout concepts for ridges is a clever way to steer it. Thanks for the breakdown.
Replying to @Bk23544
Good to know it scales. Matching the color map resolution to the terrain size makes sense, thanks for the example.
Replying to @BrandeisPatrick
Working bridge heights out from the OSM tags so slopes stay gentle is smart. Only hand-setting the Bay Bridge span is a fair trade.
The mechanics are fine. It’s making the jump from Minecraft block graphics to 3d models. I tried having grok build it in blender using an mcp but it was marginally better.
Replying to @world_the_game
The rider sits on the DEM heightfield plus about 12 cm, and the piste snow is draped just under that. Yesterday I fixed a bug where the snow floated half a meter above the skis.
Replying to @EliudGachuki
It's Global Ski Atlas: globalskiatlas.com. Pick a resort and you get its OpenStreetMap runs and lifts on 3D terrain.
Replying to @berttemme
Yes, every resort has its OpenStreetMap downhill runs and lifts draped on real terrain. No routing over them yet, but Valhalla on pistes would be a fun experiment.
Replying to @xisumavoid
Does Ski Lines let you build on real terrain or only generated maps? I've been putting real resorts' OpenStreetMap runs and lifts on 3D terrain, so I'd love to see one rebuilt in a sim.
Replying to @ozberk
Fun contrast with how I do it: I build ski scenes from real DEM tiles plus OpenStreetMap runs. Did the 6-image pipeline give you more control over ridgelines and valleys?
ive struggled for 2 months to get @cursor_ai to make basic mechanics let alone graphics for a ski game. globalskiatlas.com/playable/… Are you using grok?
Replying to @Bk23544
Painting grass color right in the terrain painter is a nice authoring flow. I render ski resorts on real DEM terrain in three.js, so I'm curious how the color maps scale on a really big terrain.
Replying to @Smurk_77
Street-by-street OSM holds up so well in print. Did you give highways and side streets different line weights, or keep it all one?
From 735 m to 3,718 m in one 3D ski scene: Les Arcs, France.
65 named OpenStreetMap lifts, from Transarc to Aiguille Rouge.
Hover Bois de l'Ours, Pré-Saint-Esprit, then Col de la Chal.
Vallée de l'Arc or Robert Blanc first?
#OpenStreetMap #threejs
Replying to @EliudGachuki
Real maps make surprisingly good game levels. I build ski runs from OpenStreetMap on real terrain, and the real layout does a lot of the level design for you. Do you know what data the Nairobi map was built from?
Replying to @MabraX
3.4 million leaves in three.js is impressive. Are you using InstancedMesh for the leaves, or merging them into batched geometry?
