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一分鐘完成驗證A 3D open-world guide to Chicago, built from real data. Every building at its true height and colour, the L and Metra running on schedule, game nights in the ballparks, bridge lifts, the Buckingham and Navy Pier shows, and lenses to visit, live and work in the city. Every landmark is sourced.
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Dusk over Streeterville. Real footprints at real heights, generated façades, windows lighting up floor by floor as the real Chicago sun goes down. An explorable, game-quality Chicago that runs in your browser — and a new way to plan a visit, a move, or a job in a city. Fly it like a drone, orbit a tower, drop down the river canyon, ride the L, walk the Riverwalk at the water or drive Lower Wacker under the street.檢視完整 README ↗
Fly it Why I built it The buildings What's in it Run it Full tour
All of Chicago in 3D, in a browser tab. More than 100,000 buildings stand at their true heights, built from City of Chicago and OpenStreetMap data, and their windows light up floor by floor as the real sun goes down. You can fly it like a drone, ride the L, walk the Riverwalk at the water, or drive Lower Wacker under the street.
Fly it: chicago-open-world.vercel.app. It works best on a laptop or desktop with a recent browser.
I live in Chicago, and every map of it is flat. I wanted a city you could stand inside: the river 6.3 m below Wacker Drive where it really is, the lake at its real level, the double-decker streets underneath the Loop, and a skyline you could check against the real one. The world is projected in metres around State and Madison, the zero point of Chicago's address grid, so the HUD always knows which corner you're over.
There are about sixty controls, and a first visit used to open all of them on one sheet, covering
the city. Now the city is the first thing you see, and a small card teaches three things by having
you do them: drag to look around, press W, A, S or D to fly, and press ⌘K to go somewhere. Each
step finishes when you actually do it, not when you read it. The full sheet is still one key away
on ?.
Every building in the city uses one shader. I didn't want a material per building, or even per style: 100,000 buildings with their own materials would mean tens of thousands of draw calls, and the target is to stay under 900.
facadeMaterial.js patches Three.js's standard
physical material through onBeforeCompile, so the buildings keep real lighting, shadows and
reflections while adding what a city needs:
sampler2DArray, and each building picks its layer
from an attribute. One texture binding covers the whole city.The city covers 110 km², too much to load at once.
TileStreamer.jsx keeps detailed 500 m tiles near the
camera, simpler tiles for the rest of each 2 km block those sit in, and whole 2 km blocks beyond. Tiles decode
six at a time, nearest first, so the city fills in outward from where you are. The swap to a new
level of detail runs inside a React transition, which keeps the old tiles on screen until the new
ones are ready, so nothing blinks. The loading screen only waits for the tiles within 3 km.
The full illustrated tour, with every screenshot, every control and how each phase came together, is in docs/TOUR.md.
git clone https://github.com/AllStreets/Chicago-Open-World.git
cd Chicago-Open-World
npm install --prefix pipeline && npm install --prefix app
npm run dev # http://localhost:5173
npm test # pipeline and app unit tests
The generated world (about 182 MB) is committed, so npm run dev works straight after install.
Because of that, the full history is a large download (about 500 MB). If you only want to run it,
git clone --depth 1 fetches just the current version.
To rebuild it from the source data, run npm run fetch, npm run textures and
npm run build:world.
The code is in three places: shared/project.js is the one projection both halves use,
pipeline/ turns public data into tiles at build time, and app/ is the Vite, React 19 and
React Three Fiber app.
syp8-uezg) and the City Boundary
(qqq8-j68g)Live CTA train positions are simulated on typical schedules for now, and the HUD says so.
MIT. See LICENSE.