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
Royal Coachman, Grey Ghost, Wooly Bugger: Saddleback's runs read like a fly box.
Saddleback, Maine on real 3D terrain: 61 named OpenStreetMap runs and 5 named lifts.
Hover Dazzler, Red Devil, then Lower Hudson Highway.
Which run would you ski first?
#OpenStreetMap #skiing
Ski Snowmass on real 3D terrain.
129 named OpenStreetMap runs and 18 named lifts on a DEM from 2,426 to 3,887 m.
Hover the Elk Camp lift, Bull Run, then the Sheer Bliss lift.
Cirque Headwall or Hanging Valley: where do you drop first?
#ScreenshotSaturday #skiing
Replying to @berttemme
I put a cutoff of 40m for the game to run. Tavascan’s only real descent, Bosc (143 m), is marked review_needed in OSM and the two approved runs are under the 40 m cutoff, so the loader rejects the whole mountain. I’ll let the game use that descent when nothing approved clears.
Global Ski Atlas now refreshes itself. An old mini PC runs a Docker pipeline that rebuilds one resort at a time from OpenStreetMap and terrain tiles, so the whole atlas gets fresh data every week.
#openstreetmap #docker #homelab #skiing
New in the Global Ski Atlas ski game: choose skis or a snowboard before you drop in. The rider is a fresh Blender model, and both rides stay planted on the snow over real OpenStreetMap terrain. #gamedev #indiedev #threejs #snowboarding
Not every asset lands. Left: the yeti concept. Right: what the AI-driven Blender pass gave me.
Back to the drawing board on this one.
🤖 Made with AI






