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Search - "open source maps"
My new phone will probs arrive tomorrow and me and mates are going on a vacation to Germany next week.
Currently using nearly all bandwidth/ram of one of my dedicated servers to download maps for offline use (OpenStreetMaps) and convert them to formats OsmAnd can use.
No need for google maps ❤️61
Finally fucking managed to setup quite fast map tile hosting including the tile generation after ages of research and trial and error.
I love this open (source) maps (openstreetmaps) project but man, figuring out what to do from a gazillion sources can be rather hard.
Now I'm just having some styling issues and the filesize is fucking insane (only the Netherlands with all data, 20gb+ if I remember correctly) so I'm just generating road maps for now. If someone knows some more about the styling as for the maps, please let me know!
Yeah, this is fucking satisfying.2
When I was 12 I created my own LEGO manuals and monopoly boardgame variants.
When I was 14 and into gaming I had fun playing with a Q3 level editor for Wolfenstein (GtkRadiant), and drew boardgame maps.
When I was 16 I translated the game battledawn.com to French for in-game currency in return.
When I was 18 I fiddled with texture packs for Minecraft and got interested in Total War mods.
When I was 20 I met a student who studied webdev & design. I was so excited about basic HTML, CSS and later JS and PHP, that I read and learnt some every evening (and even failed an exam because I was learning PHP until 5AM)
I always wanted to use my skills to create something of use to others. Open-source is the perfect avenue for that and is also what enabled me to get here in the first place. And though I m've been professionally employed as dev since 2015, only the last 2 yrs I finally consider myself skilled enough to give back something of quality :)2
Imagine an intelligent platform where creators are rewarded for launching and completing open source projects and groups of people teaming up to set up open source factories , implementing top level optimizations . There will ofcourse be judges who can earn a basic income from the platform as well . I don't want to go into too much details.
The platform could offer products as well with a modular backend . So for example this platform could have an mobile OS with a maps app on it . What the platform should do is adopt the best map algorithm to the application at certain intervals .
Product stays constant , open source power behind it changes and promotes competition .
Factories, products , space tech, open source labs which require certain reputation to get in ......
It's very ambitious but sounds like the way the future should take off . Companies and politics would be off picture down the line and maybe even terrorism will take a break . After all it's everyone together .
Oh and ofcourse it would have a search engine for sure.2
The source engine is interesting, because it has reached that stage of life where it's old enough to be remarkable-- in the sense that it could be called 'legacy', a sort of milestone in development practices and thinking, both in software, and design.
That said, a better look at it might be from the lense of *uses today*.
A lot of former source engine (SE) devs are now going to unity or unreal, I don't blame them.
But it's interesting to examine examples of games that haven't.
One such game is the freeware "No More Room In Hell". A couple online play throughs shows a wealth of well designed maps (and an even greater horde of shovelware maps, but hey, you take the good with the bad).
The age of the engine itself shows. Even in games like Left 4 Dead the engine's age can be seen. This, in some respects has been a drag, but also a blessing. Where other games could rely on their effects, shaders, and other tech, modders, map makers, and designers have had to rely on wit and creativity.
Enter "situated environments."
In an age where many people desire to travel, to go places, and have grown up doing the exact OPPOSITE, there is a great desire for variety of locations in games: not merely 'environmental' in the shallow sense of a 'theme' such as 'lava', 'tundra', etc. But in the sense of setting in general.
We want places that are both out of reach and yet familiar. Fire-fights happen in city streets. Apocalypses happen in neighborhoods where the skyline is both broken and at once something we know by sight. Open air markets, grocery stores, neighborhoods, all of these provide the back drops of popular games and series such as COD, Battlefield, The Last of Us, and yes, the example game, NMRIH.
I call this idea of 'familiar but out-of-reach level design', "situated environments", because familiarity with them, but *lack of real life experience* with them, on a day to day basis, allows people's expectations to fill in the gaps.
No one for example would argue the layouts of 7 Days To Die are familiar, but most of us don't spend all day in a junkyard or a high rise hotel.
So they *feel* familiar. Likewise with Skyrim, the villages and towns, both iconic and strange, our expectations formed by cultural inheritance, hollywood films, television shows, stories, childrens books, and yes, other games.
In a way, familiarity-without-real-in-person-experience is a shortcut for designers, one that lets them play with the player's head-space, the players subconscious idea of how a space and setting *should* work, what to *expect* out of the area, how to *operate* within the area. And the more it conforms to expectations, the more surprising an overdesigned element appears to be, rather than immersion breaking. A real life example of this is people's idea of chernobyl. When they discover the amusement park and ferris wheel they're blown away by the juxtaposition of the wasteland that surrounds them and the associations ('nostalgia' as it were) that such a carnival ride carries for many of us. It simultaneously *doesn't belong* and is yet all at once *perfectly situated in the environment*.
It is to say 'surreal', which is adjacent to the idea of *being real*, in terms of our "perception of what is and isn't plausible, if not possible."
This is at the heart of suspension of disbelief, because in essence, virtual worlds are a lie, like fiction, and good fiction violates expectations in order to tell us truths about reality. As part of our ability to differentiate bullshit from reality, there is to say an element in our bullshit detectors (doubtless evolved over many 10's of thousands of years), that is designed to not merely detect what is absurd in our limited experience, but to incorporate absurdity into everyday experience. In that sense part of our rationality is the acceptance of irrational experiences, learning from it, and discovering 'a proper place for each thing' in the "models of the world" we all carry around in our heads. Eventually we normalize the absurd, it becomes the new reality, and what remains unassimilated becomes superstition (real or otherwise), a figment, or an anomaly.
One of the best examples I've encountered is The Last of Us: Left Behind, a good chunk of which is spent in a mall. And they nailed the environment perfectly I would say.
Or for those who don't own a PS4, a more accessible example is a map in NMRIH aptly called "the museum", and few words better do it justice than to go play it yourself--that is, if you really want to know what I mean by a 'situated environment'.
What better way, during this pandemic, to get out of the news cycle and into your own head? Sometimes the best way to escape isn't outside, it's within.3
Question, how would you build the ultimate "I don't want to be dependent on Google or Facebooks services" setup?
IE, not using Gmail for e-mail, not using Google maps for, well, maps. Etc.
Im realy curious to see how the ultimate open source/not dependent on any big corporation harvesting userdata, ecosystem would look like. :)10