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This looks like a solid plan and flow of work. Following are few ideas, opinions and maybe future work, I can think of right now, we can add to the list:
Generic projection: Again could be part of the future (probably more useful in game design scenarios). We never added more map projection support in ES though.
More on tile coverage: Borrowing proxy tiles and overzoomed tiles concept from tangram
Yeah, thinking about projection options is a good idea. In particular I'd like to think about a non-projection, where map features are drawn on a globe in their true 3D positions.
Some things I forgot on the list:
Developer workflows: This is less of a coding task and more of a thought process for determining how to make it easy for game devs to use the output of our code (e.g. exporting models to an editable format)
Deployment: We'll need to think about whether this belongs in the Unity Asset store and how we would get it there.
Dot Net Core: Throughout development we should make a conscious effort to keep Unity-specific code as contained as possible, in order to enable later deployment to other Dot Net platforms.
Part 0: Data types and utilities
Part 1: Data sources
Part 2: Vector data mesh generation
Part 3: Feature filtering
Part 4: Automatic tile coverage
Part 5: Terrain data mesh generation
Future Parts:
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