Earth from orbit
Planetary-scale spherical world
A free-camera view from roughly 7,600 km up, looking almost straight down over the Gulf of Mexico — the whole planet rendered as a sphere, the curve of the horizon falling away into the star field. The same engine that draws street-level voxels renders the entire Earth from satellite imagery and elevation when the camera pulls back to orbital altitude.
Spawn time: 16.2s
Crater Lake caldera
Water bodies + high-relief terrain
An aerial free-camera view over Crater Lake, Oregon — the deep-blue caldera lake ringed by steep rim cliffs, showing how the engine renders water bodies set into high-relief AWS elevation terrain.
Spawn time: 14.3s
Charleston peninsula from the air
OpenStreetMap building colors + footprints
A mid-altitude free-camera view northwest across the Charleston peninsula — the dense grid of OpenStreetMap building footprints raised out of the terrain heightfield, with OSM building:colour / roof:colour tags colouring roofs and walls where mappers recorded them. Mapped street trees and wooded parks stand in the same heightfield as green canopy, so they are already there from the air instead of appearing only when you get close.
Spawn time: 13.3s
Midtown Manhattan from the Hudson
OSM building massing at skyline scale
Midtown Manhattan from above the Hudson, looking east across the island — the Hudson Yards rail cut in the foreground, the Empire State Building standing among the midtown towers, and the block grid running away toward the East River. Every building here is OpenStreetMap massing carried by the terrain heightfield itself: the tile mesh holds each mapped footprint's roof height, and building:colour / roof:colour tags colour the roofs and walls where mappers recorded them.
Spawn time: 16.4s
Shinjuku, Tokyo
Worldwide OSM coverage (Asia shard)
West across Shinjuku from 260 m: the skyscraper cluster stands over a dense low-rise grid that runs to the horizon. Since September the engine reads OpenStreetMap for the whole world from regional archives, so Tokyo is drawn by the same pipeline as Charleston — every footprint and height from the map, nothing modelled by hand.
Spawn time: 16.3s
Paris along the Seine
Worldwide OSM coverage (Europe shard) + roof colours
Looking up the Seine past the Île de la Cité from 160 m: bridges, quays and the dense Haussmann blocks on both banks, each building at its mapped height with its mapped roof colour. Europe joined the engine's OpenStreetMap coverage in September 2026.
Spawn time: 16.4s
Fort Sumter in Charleston Harbor
Coastal OpenStreetMap structures + voxel harbor water
A steep free-camera view down onto Fort Sumter, the masonry sea fort at the mouth of Charleston Harbor where the Civil War began. Close enough to be inside the chunk grid, the fort's pentagonal walls, its interior works and the approach pier are all rendered as ground-scale voxels from OpenStreetMap footprints, ringed by the blue voxel water of the harbour.
Spawn time: 15.7s
Voxel water and tree canopies at Charleston's Battery
Voxel water (OSM carve) + OSM tree canopies + seawall
The southern tip of the Charleston peninsula seen from above the water — the seawall of the High Battery running along the point, the park behind it planted with voxel trees, and the harbour lapping at the foot of it all. The water is translucent 1 m voxels filling the basin carved from the OpenStreetMap water polygon; each tree is a single OpenStreetMap natural=tree point grown into a bark-coloured trunk column and a foliage crown quantized to the 1 m voxel grid. Past the voxel range, the same trees continue as solid canopy in the terrain heightfield.
Spawn time: 16.2s
Driving an elevated highway deck
OSM bridge decks (layer-derived raised geometry)
A Humvee stopped on the deck of the elevated US 17 in downtown Charleston, roughly 13 m above the ground, with the neighbouring raised carriageways curving away on either side and open terrain visible beneath them. OpenStreetMap records no height for a bridge — only that a way is a bridge and which layer it stacks on — so the engine derives the deck itself: the interior nodes of each raised way are lifted by the layer number times a fixed clearance, real abutments stay pinned at grade so the ramps meet the road they leave, and a grade-relaxation pass flattens the climb until a vehicle can actually drive it. The near deck is solid voxel geometry you can drive across, and the ground it flies over is left clear and unpainted so you can drive underneath it.
Spawn time: 19.7s
Every driveable machine, built from voxels
Voxel game objects (vehicles, aircraft)
Charleston's Marion Square with the whole motor pool parked on the lawn: a tracked tank, two turreted Humvees (heavy machine gun and grenade launcher), a plain Humvee, a motorcycle, a helicopter and a light plane. Since late September every machine is drawn as voxel bricks from a glTF asset — and collides as that same voxel body — so vehicles share the look of the world they drive through.
Spawn time: 16.5s
Charleston street level, character mode
Ground-level character view + near-field building voxels
A street-level character-mode view in Charleston's historic district near the Four Corners of Law — the near-field OpenStreetMap buildings lining the block rendered as chunk voxels at ground scale, where the player walks the street under a star-filled sky.
Spawn time: 22.5s
Photo projected onto the Charleston County Courthouse
Photo-to-voxel projection (auto-sourced OSM → Wikimedia)
A real photograph projected onto the voxelized Charleston street — the engine reads the courthouse's OSM tags, follows them to a freely-licensed Wikimedia Commons image, and projects it across the 3D voxel geometry (facades + pavement) from a recorded projector pose. Photo: "Charleston — Old County Court House", Hugh C. Leighton Co., Portland, Maine (publisher), public domain, via Wikimedia Commons.
Spawn time: 16.3s
Reshaping the courthouse with voxel edits
Voxel editing (carve, fill, paint)
The Charleston County Courthouse after a few minutes with the Edit tool: a doorway carved through the east wall, a ramp laid from the roof corner down to the street, a sphere and a cube built on the pavement, and stripes painted across the facades. Every building in the world is made of editable voxels — 1 m cells with 0.1 m detail — and an edit reshapes both what you see and what you collide with.
Spawn time: 15.3s