Vector maps and selective map data #49

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opened 2016-11-16 12:35:22 +01:00 by nik · 3 comments
nik commented 2016-11-16 12:35:22 +01:00 (Migrated from edugit.org)

We should use vector maps or even self-rendered maps from OSMAlchemy data. Games should be able to define what map features they want rendered and define map styles.

We should use vector maps or even self-rendered maps from OSMAlchemy data. Games should be able to define what map features they want rendered and define map styles.
mirabilos commented 2017-01-22 14:25:38 +01:00 (Migrated from edugit.org)

Created by: mirabilos

Consider network traffic…

… but, given enough disc space on the game server, you could run a tile server (or even one shared across multiple game servers, with map feature toggles via the URL (vhost, query parameter; WMS has a standard interface for that, but classic tiles probably work too)).

*Created by: mirabilos* Consider network traffic… … but, given enough disc space on the game server, you could run a tile server (or even one shared across multiple game servers, with map feature toggles via the URL (vhost, query parameter; WMS has a standard interface for that, but classic tiles probably work too)).
nik commented 2017-01-22 14:42:48 +01:00 (Migrated from edugit.org)

Consider network traffic…

Well… that's one of the points in using selective map data.

Why do you think loading polylines for roads in text form would use more
bandwidth than getting OSM tile PNGs?

> Consider network traffic… Well… that's one of the points in using selective map data. Why do you think loading polylines for roads in text form would use more bandwidth than getting OSM tile PNGs?
mirabilos commented 2017-01-22 19:56:53 +01:00 (Migrated from edugit.org)

Created by: mirabilos

Text form is rather verbose; most OSM-Offline implementations compress stuff binary.

*Created by: mirabilos* Text form is rather verbose; most OSM-Offline implementations compress stuff binary.
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nik/veripeditus-server#49
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