> The source is Google Photorealistic 3D Tiles. Isometric.nyc explored and rejected the use of 3d building data. It is pretty insane that US gov has free LIDAR data for every city in the US available to the public. I spent <30mins exploring this and stuck to google 3d images. Claude Code whipped up a scraper to stream the 3D Tiles and render with three.js. This gives the best "real" texture base for the model to learn from. Anything else would involve a LOT of manual work to get the inputs right.
> Now that we have the 3D tiles, we need to generate the ground truth pairs for training! Similar to isometric.nyc, I generated a few ghibli-style pixel-art images using Google's Nano Banana. SF terrain is very interesting. There are quite a few distinct features like skyscrapers in FiDi, the hills in the southeast, 2 iconic bridges, lots of coastline, piers, parks, suburban grids and lots of water. I generated a ton of images and curated from them. Getting consistent style was a challenge. There was a LOT of manual trial and error. But as usual, Claude Code added this feature to the dev app that allowed me to select the best images and approve them.
nuwandavek 53 minutes ago [-]
glad you liked it!
I had to leave out a ton of details in the training process. But at every step, codex/cc built me a dev tool to navigate the complexity. That was such a unique side project experience.
Incredible. It's easy to just go on browsing and exploring. The massive, scrollable pixel art aspect reminds me a little of Floor796: https://floor796.com/
tamimio 3 hours ago [-]
This is amazing, it got everything I could think of but not all, where’s little nightmares, silent hill, naruto, men in black, for a starter. But it’s neat regardless!
The author continues adding and refining the project, so if it isn't in there yet, perhaps in the future.
tamimio 3 hours ago [-]
Nice, love it!
smusamashah 3 hours ago [-]
i remember seein men in black here
jtfrench 3 hours ago [-]
Those who know game dev know making good isometric maps can be deceptively difficult. You grabbed that bull by the horns and did so beautifully. Well done!
nuwandavek 52 minutes ago [-]
ty!
qurren 1 hours ago [-]
Would be extra awesome if there was a navigation app that used this map
flomo 2 hours ago [-]
Just one little thing: East of Buena Vista Park, you have a lake, it is actually the road which goes around the park.
Also, I would love to zoom in more. (pls give me the pixels)
nuwandavek 49 minutes ago [-]
Spurious lakes are an interesting issue I looked into a bit. 2 types of cases ended up becoming lakes:
1. "shadows"
2. flat green areas
I think a better data distribution should eliminate this. Also, my "water detector" was not too good and could be improved.
This could be a great anecdotal benchmark for agent/model progress. I wonder how much easier things have gotten with the latest Codex/Claude vs. when isometric.nyc was made.
astaka 13 minutes ago [-]
that's pretty cool...
accrual 3 hours ago [-]
This is really cool, it gives me SimCity 2000 vibes. I like that I can click on neighborhoods and regions and get more information about them!
Very cool! Yesterday my wife and I watched Inside Out, and seeing the San Francisco setting felt very familiar (last year, 2025). Last year, in 2025, my wife and I went to San Francisco for our honeymoon. This website also showed me many familiar places.
toplinesoftsys 2 hours ago [-]
Fantastic project! Sim-city over San Francisco.
montag 3 hours ago [-]
Really cool. I can see some issues, like Starr King park turned into a lake for some reason, but it’s so much fun to look at. Do you have any way to patch errors and discontinuities at the tile boundaries?
https://sf.isopolis.city/dev.html
> The source is Google Photorealistic 3D Tiles. Isometric.nyc explored and rejected the use of 3d building data. It is pretty insane that US gov has free LIDAR data for every city in the US available to the public. I spent <30mins exploring this and stuck to google 3d images. Claude Code whipped up a scraper to stream the 3D Tiles and render with three.js. This gives the best "real" texture base for the model to learn from. Anything else would involve a LOT of manual work to get the inputs right.
> Now that we have the 3D tiles, we need to generate the ground truth pairs for training! Similar to isometric.nyc, I generated a few ghibli-style pixel-art images using Google's Nano Banana. SF terrain is very interesting. There are quite a few distinct features like skyscrapers in FiDi, the hills in the southeast, 2 iconic bridges, lots of coastline, piers, parks, suburban grids and lots of water. I generated a ton of images and curated from them. Getting consistent style was a challenge. There was a LOT of manual trial and error. But as usual, Claude Code added this feature to the dev app that allowed me to select the best images and approve them.
I had to leave out a ton of details in the training process. But at every step, codex/cc built me a dev tool to navigate the complexity. That was such a unique side project experience.
Love that attitude. Me too!
"Satellite images from highly oblique angles are pretty mindblowing"
If u like this u will like that
There are also a few massive square ponds in the Tenderloin that I am pretty sure do not exist lol
But I like the idea.
Planning to fix in the next version!
Naruto: https://floor796.com/#t2l4,684,675
The author continues adding and refining the project, so if it isn't in there yet, perhaps in the future.
Also, I would love to zoom in more. (pls give me the pixels)
I think a better data distribution should eliminate this. Also, my "water detector" was not too good and could be improved.
I wrote about a few of these things here: https://sf.isopolis.city/dev.html
This could be a great anecdotal benchmark for agent/model progress. I wonder how much easier things have gotten with the latest Codex/Claude vs. when isometric.nyc was made.
I tried out a few ideas, but i think better training data around water will help a LOT.