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The entire city of San Francisco as a video game

sf.thijs.gg

131–140 of 181 posts

Re: The entire city of San Francisco as a video game

#131
post #95

It always seemed a missed opportunity that Microsoft Flight Simulator doesn't have a UFO mode or something where you don't need to worry about the physics of keeping the plane in the air and could just stop and look at things. Maybe you don't need real-ish physics for the glider here. Does the user really need to fall?

sad it got recently archived/deprecated but MS also had this for early ML https://microsoft.github.io/AirSim/

Re: The entire city of San Francisco as a video game

#132
Now sure how to "steal" cars, but when I press V to call a vehicle it eventually says "Vehicle unavailable - stay on foot".

But what did available was a glider, so I guess my only form of faster transportation in the city is to glide to anywhere I want :)

Re: The entire city of San Francisco as a video game

#133
post #64

I have dreamed about a pipeline that can take elevation data, building data, maps, and streetview imagery to process a city into all the components you would need to build a proper map for one of the GTA engines, including all the other objects like trees, fire hydrants, signs, light posts, traffic lights, etc. The building textures could be recreated from the low-res streetview imagery using a pipeline to scale / re…

I've long wanted to make a fun milsim game using 3D map and environmental data, pretty much since the moment I tried out Google Earth VR in 2019. I'm not passionate enough about it to do it on my own, but if anyone else ever gets taken by the idea and wants to make it happen, I'm game.

Re: The entire city of San Francisco as a video game

#135

For any Philly ppl here, I've been making this game for a few months: https://cityrider.jpsmaps.com/ Similar concept, but more abstract in terms of art style. I'm pretty close to having the foundation I wanted before adding quests on top; telling a story is the ultimate goal. Building on top of GIS data is super fun though. Especially since the barrier to entry is so low these days with LLMs. I encourage everyone to…

Wow, super cool! It works quite well, looks nice, and really covers the whole city. I'd love to build something similar for my own home city.

Re: The entire city of San Francisco as a video game

#136

Add a DLSS gloss (is that how it works?) and ship it! Oh yeah and multiplayer. Then ship it! And stuff to do. Ship it! I’ve long thought about a multiplayer MMO style GTA-like of San Francisco, though not literally 1:1 like this. Adds a whole nother thing. Main thing is you have to bridge that Apple Maps -> game engine better though I must say driving off in the car was impressive

It has multiplayer, but I don't know how to find the other players. I managed to get stuck in a courtyard.

A San Francisco with no other players is so nice.

It gets pretty close irl on Christmas Day - so quiet and flawless!

It’s the typical MMO dilemma. I want to know other players are possible, other than that leave me alone xD

Re: The entire city of San Francisco as a video game

#137
When my dad bought me a PS/2 Model 30 286, I found the video game "Vette!" https://en.wikipedia.org/wiki/Vette!

This was a fantastic game. Having been entranced by flight simulators for years, I found the San Francisco terrain in "Vette!" to be fantastic and very engrossing. It was a very "open world" game that wasn't as atrocious as GTA. (Although you could apparently run over pedestrians and tangle with the cops!)

It was not multi-player but just a leisurely, offline, fast-rendering racing game. Very, very enjoyable for an 18-year-old kid!

Re: The entire city of San Francisco as a video game

#140
post #124

Earlier quoted context omitted.

it looks like this is using some sort of triangle splatting

Looks to me like a weird combination; maybe the spat is trained off ripped Apple Maps data? The surface textures all look static like traditional photogrammetry (e.g. no specularity), but there are definite splat artifacts rendered. Actually, ripping the data might not be required with this approach; instead the splat could be trained with a screen recording of normal Apple Maps usage.

Interesting, it does definitely look like the ground is just a mesh. Also, it looks like apple maps has actually recently started using some sort of splatting - I wonder if their implementation is entirely splatted, or if it is this exact weird combination.
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