Satellite ground and real building footprints
- The ground is Esri World Imagery: ~1 m/pixel tiles around the city zone, the factory and 300 m either side of the drive between them, coarser tiles for the whole region. Tiles are hosted with the game (public/imagery, scripts/fetch-imagery.mjs), stream in near the camera, are cached by the service worker as visited, and replace the drawn roads and land areas - ~141,500 Microsoft building footprints (ODbL) join OSM's ~4,000 in a compact delta-encoded file (public/data/buildings.bin, built by scripts/build-buildings.mjs). Heights are estimated from footprint area and land use, with industrial halls outside the ring road. Buildings are built in 500 m blocks as the camera approaches - Caddy compresses the buildings file and caches map data for a week; the build targets ES2022 for top-level await - Tests for decoding, factory clearance, machine reachability and tile placement Imagery attribution: Esri, Maxar, Earthstar Geographics, and the GIS User Community. Commercial use requires a suitable Esri licence. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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// Reads public/data/buildings.bin (written by scripts/build-buildings.mjs) into the same
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// [height, x0, z0, x1, z1, …] arrays the OSM buildings in mellat.json use.
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export function decodeBuildings(buffer) {
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const view = new DataView(buffer);
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const magic = String.fromCharCode(...new Uint8Array(buffer, 0, 4));
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if (magic !== 'RMB2') throw new Error(`unknown buildings file ${magic}`);
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const count = view.getUint32(4, true), minX = view.getFloat32(8, true), minZ = view.getFloat32(12, true), step = view.getFloat32(16, true);
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const buildings = new Array(count);
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let o = 20;
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for (let b = 0; b < count; b++) {
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const n = view.getUint8(o), height = view.getUint8(o + 1) * .5;
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o += 2;
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const building = new Array(1 + n * 2);
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building[0] = height;
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let qx = 0, qz = 0;
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for (let i = 0; i < n; i++, o += 4) {
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qx = i ? qx + view.getInt16(o, true) : view.getUint16(o, true);
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qz = i ? qz + view.getInt16(o + 2, true) : view.getUint16(o + 2, true);
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building[1 + i * 2] = minX + qx * step;
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building[2 + i * 2] = minZ + qz * step;
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}
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buildings[b] = building;
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}
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return buildings;
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}
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