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License: Apache License 2.0
Highly customizable library for procedural world generation based on real map data
License: Apache License 2.0
Detailed zoom level is defined as 16: balance between performance and size at core level. In unity, we can start loading more tiles at the same time
This includes the following:
Reuse colors from ASM project and support evaluation
Use standard gesture controller and check tile loading at least in one city with offline data.
Uncompleted relations should be avoided
Test is added to reproduce: Meshing_MeshBuilder.GivenPolygonWithSharePoint_WhenAddPolygon_RefinesCorrectly
way.id = 53256969
quadkey = 35204, 21489, 16
Problem somehow related to clipper extension logic
PbfParser is already in place, but it is not used inside GeoStore
So far, all dependencies are installed every time and it takes most of the time. Possible improvements:
Only double return value is supported
This command is required by mono and NuGet to restore packages. However it fails due to the problem with mozilla server:
http://mxr.mozilla.org/seamonkey/source/security/nss/lib/ckfw/builtins/certdata.txt?raw=1
So far, elevation is always zero. SRTM data should be used for high LOD
This is needed to decrease amount of csharp code included into the project.
This is possible if condition compilation symbols are avoided
Core library should provide the way to add areas, ways and nodes to in-memory storage.
All names should be written in the same style: Utymap vs UtyMap
One huge sphere build instead of multiple.
Example: http://www.openstreetmap.org/relation/1359290
Here is the list:
Check Moscow Red Square area or SPB:
http://www.openstreetmap.org/relation/2599821
Tiles started to be loading too late
Importing data from raw osm format is expensive. Better to convert to custom spatial index.
Example:
40.76978,-73.97502
http://www.openstreetmap.org/way/427818536
tile: (19301,24626:0320101101320121)
Use the same approach what was used in ActionStreetMap
See StyleProvider.getGradient
This leads to not nice terrain mesh
These prototypes should be used in asset
Hey. I know this library is still in development, but I was hoping to try it out. I'm on OSX. I know you don't have build instructions for OSX, but I think the following works:
# First, edit core/src/meshing/MeshBuilder.cpp to have the following:
#include <stdlib.h>
#include <string.h>
# ensure that correct compiler is selected
if [ "$CXX" = "g++" ]; then export CXX="g++-4.9" CC="gcc-4.9"; fi
mkdir build
cd build
cmake -DCMAKE_BUILD_TYPE=Release ../core
make
mv shared/libUtyMapLib.dylib shared/libUtyMapLib.bundle
However, I'm not really sure how to test it. Is there any chance you can provide a short tutorial of how to use this in a Unity project?
Sometimes, we want to access elevation data from managed code. For example, when scene starts we need to adjust character 's vertical position.
So far, there is old SrtmElevationProvider in the code which should be deprecated because of:
This happens because elevation is taken from the single point.
Looks like triangle indices are set incorrectly.
Offline data:
Online data:
Looks like the problem is in StringTable implementation: need to change implementation to provide thread safe API. Ideally, without locking: just read all strings to memory.
If object is present on adjusted tiles, it should be rendered once.
This should be handled on caller site.
Hey. I was trying to use your project in my game. Really finding for a dynamic 3D real world map library.
When I was trying to install it, the cmake kept saying that can not find the boost_unit_test library. Then I just added the use boost static library as true. But then I could not build it. The project failed to be built, the error is can not find boost_unit_test-gt-120vs-mt.lib. I really didn`t know why. Then I tried to build the whold project without the "test" project, but it can not generate the utymaplib.dll. But I can still build the unity project and make it run.
This time, the unity project worked but no map shown. Really weird.
By the way, is there any library/apis I can use for real-world dynamic 3D maps building ? I need it has the 3d models returned instead of some depth image.
Thanks a lot.
Original vertices:
{ 133690748, 525217215 },
{ 133691574, 525216747 },
{ 133692673, 525217714 },
{ 133691881, 525218163 },
{ 133693424, 525219786 },
{ 133692010, 525218310 }
Parameters:
Scale = 10000000
Area = 0.0006103515625
Tolerance = 10
This is needed to make development more focused.
Port from ActionStreetMap project
Infinite loop or wrongly long loop for (19302,24624:0320101101320110)
This is needed if non flat elevation is used
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