# AI use cases for Pixel Path (jonwheatley/pixel-path)

Repo: [jonwheatley/pixel-path](https://github.com/jonwheatley/pixel-path) | Use cases: 4 | Page: https://dedupedai.com/use-cases/jonwheatley-pixel-path/

A Claude Code skill that turns two places into a pixel-art, first-person fly-through of the real road, built from OpenStreetMap and elevation data.

This file holds every use case of this repo. Each one starts with a "## " heading and ends with its URL.

- Make a pixel-art fly-through of a real road trip: https://dedupedai.com/use-cases/jonwheatley-pixel-path/make-pixel-fly-through-of-a-road-trip/
- Build a driving or racing level from a real road: https://dedupedai.com/use-cases/jonwheatley-pixel-path/build-real-road-level-for-driving-game/
- Learn an OpenStreetMap bake pipeline and pseudo-3D renderer: https://dedupedai.com/use-cases/jonwheatley-pixel-path/study-osm-bake-and-pseudo-3d-renderer/
- Generate real pixel-art scenery for a route: https://dedupedai.com/use-cases/jonwheatley-pixel-path/generate-real-pixel-art-scenery-for-route/

## How to make a pixel-art fly-through of a real road trip with Pixel Path

Repo: [jonwheatley/pixel-path](https://github.com/jonwheatley/pixel-path) | Difficulty: Intermediate | Time: 30 minutes | Basis: From the README

Turn a commute, road trip or move between cities into a scrollable pixel-art drive.

**Who it is for:** A traveller or content maker who wants to show a real journey on screen, such as a trip recap, travel post or video intro.

**The problem:** A photo slideshow or map animation does not show what the road felt like to drive, and making pixel art by hand for a long route is slow.

**The outcome:** A folder with an index.html that plays the route as a pixel-art drive along the real road, where the viewer scrolls to go faster, slower or backwards.

### Steps

1. Run `/plugin marketplace add jonwheatley/pixel-path` in Claude Code.
2. Run `/plugin install pixel-path@pixel-path` in Claude Code.
3. Ask Claude: "make me a pixel path from Paris to Versailles", replacing the places with your own.
4. When the route estimate is printed, choose placeholders for a free run, or a paid level for real art.
5. Serve the output folder with any static web server, for example `python3 -m http.server`, then open index.html and scroll to drive the route. (inferred, check the README)

### Prompt to paste into your agent

```text
Using the pixel-path skill in the jonwheatley/pixel-path repo, build a pixel path from <start place> to <end place> at the placeholders level, so no RetroDiffusion cost is incurred. Expected output: a folder containing index.html that plays the route when served statically. Verify that the folder contains index.html and that the credits line is visible on the page.
```

### Caveat

Baking takes about 20 to 60 seconds per 10 km and Overpass can time out under load, so a long route can take much longer than a short one.

Disclaimer: Third-party repos we don't own or vouch for. AI-generated use cases can be wrong: review everything and run at your own risk. Full text: https://dedupedai.com/disclaimer/

URL: https://dedupedai.com/use-cases/jonwheatley-pixel-path/make-pixel-fly-through-of-a-road-trip/

## How to build a driving or racing level from a real road with Pixel Path

Repo: [jonwheatley/pixel-path](https://github.com/jonwheatley/pixel-path) | Difficulty: Advanced | Time: 60 minutes | Basis: From the README

Use a real road from the map as the level for a driving, racing or endless-runner game.

**Who it is for:** An indie game developer who wants a level based on a real place instead of a made-up track.

**The problem:** Hand-building a realistic road with buildings, hills and landmarks for a driving game takes far longer than the gameplay it supports.

**The outcome:** A real road baked from OpenStreetMap, with the pixel renderer and bake pipeline used as the base for a game built on the route.

### Steps

1. Clone the repo with `git clone https://github.com/jonwheatley/pixel-path`. (inferred, check the README)
2. Read the commented pseudo-3D renderer in the repo, which the README describes as a renderer to read or build on.
3. In Claude Code, ask the Pixel Path skill for a route between the two places your level should cover, and choose a level.
4. Use the baked route folder as the level data, with its real buildings, ground and horizon.
5. Add your own game logic on top of the renderer, such as speed, lanes or scoring.

### Prompt to paste into your agent

```text
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.

Disclaimer: Third-party repos we don't own or vouch for. AI-generated use cases can be wrong: review everything and run at your own risk. Full text: https://dedupedai.com/disclaimer/

URL: https://dedupedai.com/use-cases/jonwheatley-pixel-path/build-real-road-level-for-driving-game/

## How to learn an OpenStreetMap bake pipeline and pseudo-3D renderer with Pixel Path

Repo: [jonwheatley/pixel-path](https://github.com/jonwheatley/pixel-path) | Difficulty: Intermediate | Time: 45 minutes | Basis: From the README

Read a commented renderer and map bake pipeline to learn how a real road becomes pixel art.

**Who it is for:** A student or developer who wants to learn real-map rendering, pseudo-3D techniques or OpenStreetMap data processing.

**The problem:** Pseudo-3D road rendering and OpenStreetMap processing are usually taught in fragments, with few complete working examples to read.

**The outcome:** A working placeholder route plus notes on how the bake and the renderer fit together, with the credited sources for the projection technique.

### Steps

1. Clone the repo with `git clone https://github.com/jonwheatley/pixel-path`. (inferred, check the README)
2. Install the skill with `/plugin marketplace add jonwheatley/pixel-path` and `/plugin install pixel-path@pixel-path` in Claude Code.
3. Bake a short route at the placeholders level, so there is no art cost, and look at the output folder.
4. Read the commented pseudo-3D renderer and trace how the route data becomes the road on screen.
5. Check the credits section for Lou's Pseudo 3D Page and Jake Gordon's Javascript Racer before reusing the technique.

### Prompt to paste into your agent

```text
In the jonwheatley/pixel-path repo, bake a short placeholders route with the pixel-path skill and explain how the bake pipeline and the pseudo-3D renderer connect. Expected output: a written explanation with file references. Verify that each file named in the explanation exists in the repo.
```

### Caveat

The code is released under MIT, but the baked data folder is a derived OpenStreetMap database that stays under the ODbL if shared publicly.

Disclaimer: Third-party repos we don't own or vouch for. AI-generated use cases can be wrong: review everything and run at your own risk. Full text: https://dedupedai.com/disclaimer/

URL: https://dedupedai.com/use-cases/jonwheatley-pixel-path/study-osm-bake-and-pseudo-3d-renderer/

## How to generate real pixel-art scenery for a route with Pixel Path

Repo: [jonwheatley/pixel-path](https://github.com/jonwheatley/pixel-path) | Difficulty: Intermediate | Time: 45 minutes | Basis: From the README

Spend a set budget on RetroDiffusion art for a route, with the quote shown before any money is spent.

**Who it is for:** A content maker or game developer who wants the finished art look and has a RetroDiffusion account with credit.

**The problem:** Real pixel art for a long route is expensive and hard to budget, and a route can need re-rolls when pictures come back cut off or on a background.

**The outcome:** A route with generated pictures at the level you chose, with the exact cost shown after the bake and a contact sheet for review.

### Steps

1. Create an API key in your RetroDiffusion account.
2. Set the key in your own terminal with `export RETRODIFFUSION_API_KEY=...`, or on a Mac run `security add-generic-password -s pixel-path -a retrodiffusion -w`.
3. Ask the Pixel Path skill for the route, read the printed estimate, and pick sparse or moderate.
4. Check the exact quote that comes after the bake before the art is generated.
5. Allow about 25% extra for re-rolls, then review the contact sheet and the self-check results.

### Prompt to paste into your agent

```text
Using the pixel-path skill in the jonwheatley/pixel-path repo, bake a route from <start place> to <end place> at the sparse level after the estimate is shown. Expected output: a route folder with generated pictures and a contact sheet. Verify that the exact quote matches the estimate and that no API key appears in the output or the chat.
```

### Caveat

Art costs $0.18 a picture at rd_pro__default (October 2026), and about 10% to 34% of pictures came back cut off or on a background in testing, so budget about 25% extra.

Risk, credentials: The RetroDiffusion API key must be set in your own terminal or Keychain and never pasted into a chat, since the skill never asks for it and never prints it.

Disclaimer: Third-party repos we don't own or vouch for. AI-generated use cases can be wrong: review everything and run at your own risk. Full text: https://dedupedai.com/disclaimer/

URL: https://dedupedai.com/use-cases/jonwheatley-pixel-path/generate-real-pixel-art-scenery-for-route/
