Why and what, who and how
The intention of OSM go is to motivate new people to use OpenStreetMap as a useful, every day tool. But also to become a contributor and improve the data base. The idea was born with the hype of Pokémon GO: if the kids start to run around in the town, why not make them do something useful? Whether the idea is nicked by Pokemon, anyone may note. There are quite a view ideas for gamification and much to do yet.
After a view days coding, a first 3D-View - it was so impressing, my imagination started running wild: Walk or may be “fly” through OSM in 3D (not that discouraging Pokemon style, something tidy), overlay data; one could call it "OSM-Earth". Maybe switching to an 2D view. As we used to with 2D-maps a 3D-rendering may have additional layers like KeepRight, Wikipedia and GeoCaching. External- / realtime data (trains,plains,ships). What would you expect, OpenStreetView? And gamification is (almost) just another kind of layer.
Who: Actually there is no team behind it, just me [user:-karlos-] and a friend, Martin as a source of helpful functions and as a discussion partner. Therer are good contacts to Jan (OSMBuildings).
We would love to have some testers for different devices. And you may contribute, even without any writing of code: Design for game levels, batches and so on. Support for additional levels like Wikipedia portals. And much more.
Controls / Handling
Keyboard, Mouse, Touchscreen and Device-Orientation.
- If your device supports GPS and device-orientation-controls, OSM go will use it and show the streets and buildings around your actual position in the actual orientation. It's not yet Augmented Reality (until there will be a way to use the device camera as the background) Now you may move around in the real world and see the OSM view turn and go with you. Or you override GPS and orientation-control by touch gestures, mouse or keyboard. If you stop manual controlling, the orientation control will take over again.
This primary manual control handling is a shaky direct move (a smooth integral movement mode is intended). If you have any suggestions, just tell us!
- Move ahead and turn by keyboard arrow-keys, mouse-drag&drop or touch&move
- Use Shift-key or 2-finger-touch-up/down to elevate between street-view and overview
- Go to the most high overview for two seconds and you will change to a slippy map. Move, zoom to a new place. Then single-click to enter the 3D-View again.
- Go to the most high street view for two seconds to reload OSM data, with the center to this actual place. If you walk out of the downloaded area, a reload may be done.
- Click/tap on an object to select it. Actual, the tag info of the object will be displayed. Click/tap no object or the sky to unselect. Actual, the tags of the marked object will be displayed. Selecting the display will show a new browser tab with the objects OSM data.
- Start OSM go with your touch-device in horizontal orientation to get into the Cardboard-Stereo-Mode. There is no control supported yet. But there will be a "Segway-Mode" not far ahead.
There are some keyboard functions:
- 0: resets the position and view angles to the point, the last OSM data was downloaded
- S: sets/stores the actuals position and angles into a cookie
- R: gets/restores the position and angles form that cookie
- H: Head-Up-Display with diagnostic data on/off
- D: Debug-Level +1 to 2,3,4 etc.: more log lines output
You may start OSM go with parameters to define the location you want to visit and to use some debug features. By default, the actual local position will be used
- lat/lon: start coordinates, latitude/longitude in grad, like ?lat=51.508080&lon=-0.097124 for the Globe Theater in London
- dir: Direction horizontal of view in Grad: &dir=180 for South
- view: Angle of view up/down in Grad: &view=0 for flat, -30 for a view down from above
- rad: "radius" of the OSM-Download quare. &rad=300 is ok, much more may make trouble
- kard: Cardboard/Stereo-mode: &card=1/0 switches on/off. There will be a two color mode later
- sha: Show/hide shadows: &sha=1/0
- keep: Show Keepright-Errors: &keep=1
- osm: To simulate some OSM-Data without download: &osm=0
- gps: To simulate some GPS coordinates: &gps=1
- hud: Head-Up-Display with diagnostic data on, also "frames per second": &hud=1
- dbg: Debug-output level: &dbg=0 means all console.log of
Components and states
We would like to have more testers! Now, most tests are done with
- Firefox (macOS, Windows)
- Firefox (iOS 9/iPhone6, Android/china?)
- Safari (iOS 9/iPad2)
There have been no remarkable problems with Chrome and MS-IE. At this place should be a detailed list of what's tested (versions!), ok or fault
There is still the question what gameplay is useful. Is there common interest to play this kind of “game”, anyway?
Just to start, we will do OSM-useless point collecting: Any healthy walked step counts, find and go to hydrants and water dispenser. Another intended feature is: if the player wants, he may set himself and its walks "visible" to all other players.
Really fun comes up with OSM-useful things: Check if a shop, contained in OSM, still exists; the older the last verification, the more points you get. Verify, update or insert tags of the shop. Note new house numbers. Is a way really a dead-end or did the first mapper run out of time/enthusiasm? Enter new POI or even totally new ways.
At that moment OSM, data get changed by the "game", it gets critical and needs verifying. We could start with less critical tags like building:level or hight. Editing "in world" and see the buildings rise and change roof style while changing "online" should be motivating and fun.
A lot helps a lot: If three players claim the same, it will be rather correct, and only now, it will be taken over to the OSM data. It is also a good idea, to put edits into an intermediate pool, used by “real” OSMer to load them into an editor and verify them.
If you have more gameplay ideas and features, tell us. We will ad them in this OSM wiki page.
Doing the first code to render OSM, there was a "Pokemon-mode". It is rather easy to render just some ways and buildings. When a Map-Style-Import is done, there will be this style again :)
The Idea of gamification will work. I am not that good in inventing stories and promotions or drawing prizes. A player will expect an experience with high scores, competitions, batches and motivating optical effects. I would love to code such things. But I need help, may be an artist and designer to develop the whole gameplay. So if anyone would like to join, you are mostly welcome.
At a rainy Saturday, a simple game was added: Around the GPS starting point some spheres were paced above any OSM way node (see picture above). If you walk closer than 15m, they change color, twist around a bit and disappear. And you will get 100 game points :-) It needed only 65 lines of code; quite raw and without any luxus. It needs a story behind it to motivate the kids.
The screen center shows a marker. The tag info of the marked way, building etc. will be shown in an overhead display at the top left. One may select an object by clicking or tapping it. Selecting the display will show a new browser tab with the objects OSM data.
There is no edit feature yet. Next there may be an edit of building levels.
Well, there is an description of how to get the error data records of a certain area. After some help from the Harald, this is implemented in OSM go now, huge blue spikes show the places. If a spike is selected, the info of the error is shown in the overhead display. Selecting the display will show two new browser tabs with the Keepright error and the OSM objects data.
To code an edit dialog is not a challenge, just work to do. There are some problems about how to store back any notes. Harald and I are in contact.
Controls / Handling
The framework THREE.js offers much examples and controls. Now views are merged into one: Screen- and Device Orientation, Stereo-Effect and GPS. The code is still a mess but works mostly.
- The compass is wrong using Android
- Switching of stereo is messy
Also included are key, mouse and touch controls. The user handling is described above. It has to be improved to different movement modes.
Overpass - Tiles - Server
Overpass may not be the best source for an extended used game/tool. There are some vector tile services and open source code to be used. An extra server will come, may be used to handle caching, intermediate edit buffers, login and user tracking and virtual user meetings. Even 3D-Models by user could be placed there. Mapzen offers a tile server for low traffic users. Sounds good. It is a commercial service, so I have my doubts. Are they nice to OSM? It looks like I could take their software and run it on my on server.
Overpass only seemed to be slow. My code with a lot of string copy is now replaced by a fast query.js and getJSON. A simple linear search for existing nodes is replaced by arrays with the OSM-ID as index. Tag decoding and 3D object placing is now moved from the callback into the render cycle, sliced in fast steps. Now, the default load radius is set up to 800m and still fine in a dense city. Old devices may break downloading. And you may even move already during the download.
Walls and roofs are coloured now, thanks to Three.js. There are still some gaps: Colors outside the 130 default names (Cream), mixed names may be handled to ((light_brown, yellow-brown, dark_grey), spelling should be fixed (geez, maron). Prefixes like 0x and # are to consider to. Actual, unknown strings are displayed as sky-blue. The keys building/roof:material are still to do. Bitmaps are welcome.
Jan (OSMBuildings) asked me, how fast Three handles shadows: about 20% more rendering time. When you start now, the place around that point has shadows. To show the effect even more, a big disk flies over you. There are still some shadow options to investigate. In the Code, a virtual camera is placed at the shadow casting light. Mostly the graphic card is doing the hard work. This “camera” analyses the shapes, if they cast shadow and if this shadow is seen by the “real” camera. A greyscale bitmap is generated and placed between before the virtual world. Looks good. Todo: move the virtual with the real camera.
NEW: Placing Modells
For quite a view buildings, extruding doesn’t make much sense, especially for famous buildings like churches or monuments like the Eifel Tower. There are 3D-models of many of them. To place them in the virtual OSM world will not improve data visualisation but give an realistic view. And it’s cool anyway if you move around by mouse or with VR glasses. How to render: First the model files. I like the Idea of https://wiki.openstreetmap.org/wiki/OpenBuildingModels, but its offline :-( Now there are only the two models, OSMBuildings uses:
OSM2WORD and other 3D-viewer seems to have a lot. How do the do that? What about Google Scetchup? I will try to get and dynamically convert all the models. But I am sure there is a copyright prohibiting a use. How to place: The models should be in the right scale and direction. The Server should know the exact position to place them. So we only need a tag for the server/service and the model name/id. This tag has to be added to the building(s) the model replaces. So the renderer can make them invisible. Watch it at the London Eye. Well, there is a third model but you will have to discover it somehow :) And yes, shadows do also work for models.
NEW: Level & Layer
Underground objects shouldn’t be seen above, bridges should be raised. Now the tag:level * 5m is added, also the tag:layer * 0.5m. That’s not always correct and looks strange often. We need an AI to interpret this tags nicely, don’t we? It is also a very first step to indoor mapping. The move controls allow to look underground a bit, they will be reworked “soon”.
Wenn we started, Martin and I had some different opinions about code has to be written and how the result should look like. I intend to have a "data view" to make all the data of OSM accessible. Colours should be like the standard 2D map mostly. Martin likes a realistic view as much as possible and so will be a good team up with Osm2World. At the moment we do a competition in writing different codes but compare our solutions and merge ideas.
- Mapzen offers Tangram. I have to check if it is possible to use it as it is or if it is open source and adaptable without to much effort.
Way without Nodes
Can't be? O yes, it can. Usually its a relation, using this way as components: big areas or buildings with "holes".
Way with only two Nodes
In New York Amenity areas with two nodes caused errors. It was the type "bench". Now a rectangle to sit on is created. Wouldn't it better to do place a single node with an angle-tag? Ok, editing is not that simple this way.
Later I got an error because a bench was tagged as area. Now, if first node = last note, it will be an area, else a way. This rool could be used in general, to be tag-variation-flexible.
Way-Nodes at the same position
Some OSM error tools know this too. And TREE-js will draw an exception if it builds the building floor. That should be fixed but also be handled in the rendered by a workaround.
Main Tag priority
Some tags are more important than others. If it is a road or a building or a power line is a kind of "main tag". But what here is i.e both, a power and a building? Building overrides, power becomes a subtype of building. And don't expect the tags to be sorted by priority, they are in alphabetic order.
Yes, this exists in OSM! Is there any sense to it? Now the code just sets the main tag back to "not found yet"
Buildings: holes and components
A building may be a way with tags only. But it also may be part of a relation as an outer way and some inner ways as "holes". The tags may be only at the outer or at the relation. OSM-users enjoy much freedom!
A building relation may have a outer only to be used in 2D rendering and a lot of components used for 3D rendering
- Using HTTPS (S=Save) seems not a problem. But I get: No 'Access-Control-Allow-Origin'
- Using csg2d.js looked good but the resulting list of vector2 has to much points and can't be convertet into shape.
- mixed colors like "red-brown" by interpolation (blank minus underscore)
- railway subway + tunnel yes
- Cursor-/Mouse/Touch-Control: change from "strange" to "like all te others do"
- Do the first nodes: picnic_table / table
- Light sources, sun position in real-time
- street names and numbers, but where to place ...
- HUD independent of light and 3D position (http://www.evermade.fi/en/pure-three-js-hud/)
- showing Tagged Nodes(non way)
- Packman: intermediate spheres at long way parts
- Visualisation of an Overpass query result: Needs the ability to render "all" types of objects (all tag combinations)
- Select an object type and show or highlight only this type. Like only buildings with color tag
As 2D-maps, OSM go may have optional layers, adding more info
- OSM.org "Notes"
- FixIt / OSM-slippy-map errors: http://www.osmbugs.org/
- OpenStreetView (No reaction of my message)
- Mapillary is about the same but from Mapbox 
- Wikipedia - https://www.mediawiki.org/wiki/Help:Contents
- Trains, ships, plains position/move in real-time
- Filtering and showing OSM data like cellular antennas
- "Virtual Edit" without disturbing OSM-data (like W3D, Second Life)
- Check parking grounds if private/business/public + more tags? parking time etc.
- Map the position of the entry of a building (taxi-rooting)
- Kort.ch migration into OSM go?
At the moment, there is only a simple direct move control. More to add:
- Smooth integral movement
- 3rd person control
- Segway control
- Airplaine control
- Quadrocopter/Ufo control
- Camera animation along a way/relation/rooting
- Collision detection
Ideas far away
- Twitter posts next to you
- Non-OSM Fun: Lummerland, Tracy Island, Atlantis
- Check GPS to Meter calculation
- Node Objects by Geometry-Matrix-Class
- Shadow camera sync to view camera
- Implement all landuse, amenti, all tags :-)
Other programs and services
Tools, Frameworks, Utils
- Files in HTML5: _http://www.html5rocks.com/de/tutorials/file/filesystem/
- c't 2016,15,172: 3D-Rendering and more
- OSM-mascot: Elk, Rat, migratory bird, meerkat, marmot, stork, goose