Who it is forAn indie game developer who wants a level based on a real place instead of a made-up track.
The problemHand-building a realistic road with buildings, hills and landmarks for a driving game takes far longer than the gameplay it supports.
The outcomeA real road baked from OpenStreetMap, with the pixel renderer and bake pipeline used as the base for a game built on the route.
What you need first
- Claude Code
- Node 18 or newer
- Network access while baking (Nominatim, OSRM, Overpass, AWS Terrain Tiles, Wikidata)
- Optional: a RetroDiffusion account with credit for real art, since placeholders cost nothing
Steps
- Clone the repo with
git clone https://github.com/jonwheatley/pixel-path. (inferred, check the README) - Read the commented pseudo-3D renderer in the repo, which the README describes as a renderer to read or build on.
- In Claude Code, ask the Pixel Path skill for a route between the two places your level should cover, and choose a level.
- Use the baked route folder as the level data, with its real buildings, ground and horizon.
- Add your own game logic on top of the renderer, such as speed, lanes or scoring.
Prompt for your agent
In the jonwheatley/pixel-path repo, read the commented pseudo-3D renderer and bake a route from <start place> to <end place> with the pixel-path skill. Expected output: a route folder and a short written summary of how the renderer draws the road. Verify that the route folder has index.html and that the summary names the renderer's main functions.
Caveat. The route has no traffic, no people and no weather, and driving routes only come from OSRM's car profile, so the game needs to supply any of those itself.
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