Vector maps and selective map data #49
Labels
No labels
Doing
To Do
bug
clarification needed
duplicate
enhancement
help wanted
invalid
question
wontfix
No project
No assignees
1 participant
Notifications
Due date
No due date set.
Dependencies
No dependencies set.
Reference
nik/veripeditus-server#49
Loading…
Add table
Add a link
Reference in a new issue
No description provided.
Delete branch "%!s()"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
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.
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)).
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?
Created by: mirabilos
Text form is rather verbose; most OSM-Offline implementations compress stuff binary.