Also making this for my son! I'll add an in-game write up with a prompt guide; it took a lot of guidance and taste to get it to this point, and a few billion tokens.
It seems that the link points to a shared map that is being flooded by visitors, so opening the link is a sensory nightmare. Plus probably triggers some bugs due to the server overload. Visiting the frontpage and creating an empty race result in a still buggy but less buggy experience to at least understand what in the world is this.
I’ve seen a few attempts at making procedural racing games based on street map data from Google Maps and other sources [1] [2], but because the maps are often imprecise from a collision standpoint, the results can tend to be pretty janky.
Unfortunately I can't really give any meaningful feedback on this game because every time I try to start a race, it just shows a character parachuting down...
I think doing this type of work makes you really respect the game devs that pioneered the genre. a lot of little things matter in terms of making it feel right, whether you're going for realistic or more arcade like.
for my version I leaned arcade: during the race you can jump higher, it gives in game direction hints, and the whole track has a ribbon on it so it's obvious where to go. however, every hour the track changes to a different stretch of Philly roads and it can definitely highlight your point.
The art direction and sense of scale are important, and successful games seem to be quite good at tricking you into thinking the visual scope is bigger than it is, while the smaller/tighter areas are easier to navigate in-game. The real world is surprisingly huge.
(I don't want to spam my game but you can find it in my recent comment history)
That's honestly pretty rough. Starting a race in a region where it's night time is pointless when you see almost nothing at night. Holding X to summon a vehicle does not seem to work. Can we have less completely broken vibe coded stuff please?
It's very buggy. A full reload helps. Don't press too many buttons until you land. Then press F until the car appears. only enter when it stops. That's my experience with it
It’s very easy to vibe code cool three.js OSM things.
Here’s a little N64 style cozy flight sim I’m working on:
https://seattle64.benjasmin.chatgpt.site/
Nice! I flew by my childhood home a few times. My request would be to let it fly slower. I wanted to look around but passed by everything too quickly.
Thanks! You can hold Ctrl on desktop to fly slower, will add speed controls for mobile.
Also working on a photo mode :)
Amazing - I was just working on something like this in Godot for my kids. Would love to collaborate.
Also making this for my son! I'll add an in-game write up with a prompt guide; it took a lot of guidance and taste to get it to this point, and a few billion tokens.
That's pretty neat. Was fun seeing Seattle rendered this way
This is super cool!
It seems that the link points to a shared map that is being flooded by visitors, so opening the link is a sensory nightmare. Plus probably triggers some bugs due to the server overload. Visiting the frontpage and creating an empty race result in a still buggy but less buggy experience to at least understand what in the world is this.
I’ve seen a few attempts at making procedural racing games based on street map data from Google Maps and other sources [1] [2], but because the maps are often imprecise from a collision standpoint, the results can tend to be pretty janky.
Unfortunately I can't really give any meaningful feedback on this game because every time I try to start a race, it just shows a character parachuting down...
[1] - https://github.com/gre-42/MGame
[2] - https://steamcommunity.com/app/2599450
I think doing this type of work makes you really respect the game devs that pioneered the genre. a lot of little things matter in terms of making it feel right, whether you're going for realistic or more arcade like.
for my version I leaned arcade: during the race you can jump higher, it gives in game direction hints, and the whole track has a ribbon on it so it's obvious where to go. however, every hour the track changes to a different stretch of Philly roads and it can definitely highlight your point.
The art direction and sense of scale are important, and successful games seem to be quite good at tricking you into thinking the visual scope is bigger than it is, while the smaller/tighter areas are easier to navigate in-game. The real world is surprisingly huge.
(I don't want to spam my game but you can find it in my recent comment history)
That's honestly pretty rough. Starting a race in a region where it's night time is pointless when you see almost nothing at night. Holding X to summon a vehicle does not seem to work. Can we have less completely broken vibe coded stuff please?
Buggy to the level of unusable.
I'm so primed to enjoy this from what I can tell, but sadly too buggy to use.
Where's the car? "F" does nothing. And I can't find any vehicle.
It's very buggy. A full reload helps. Don't press too many buttons until you land. Then press F until the car appears. only enter when it stops. That's my experience with it
I didn't find the buggy.
Hold `B`
Too much "vibe" in the code.
Dysfunctional vibeslop
The next level of this is Ukraine street maps where you run virtual war campaigns on real streets using drones.
Reminds me of those old multiplayer Shockwave games where there was nothing to do but you'd just hang out.
Feels like a single shot from an AI agent, pretty horrible and buggy
Cool idea, but please make it better!
Cursed buggy mess
Interesting idea that seems FUBAR.
the link should go to the base url, not an overloaded server: https://hop.earth
I wanted a nice mountain route on start :-)
f's in chat
Prime example why not everyone should make games
buggy but fun