ameye
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ameye.dev
ameye
@ameye.dev
rendering/tech art 🖍️
love outlines
from 🇧🇪 currently living in 🇬🇧

ameye.dev
I use wgpu (based on WebGPU) and generating the vertices myself based on the polylines data I get from OSM so I can pretty much do what I want! I added a miter join and already much better thanks
February 9, 2026 at 10:15 PM
Meanwhile the roads in my OpenStreetMap renderer are just rectangles pieced together!

I wonder what the best next improvement is that I could make, these rectangles were the easiest thing I could think of but of course very ugly
February 9, 2026 at 9:45 AM
The frontend now knows what I picked in the backend! Not a lot of info to show though but that's fine
February 6, 2026 at 9:08 PM
It works! I can select individual features 😀

Now let's integrate this with some nice UI on the web, thanks to WASM
February 6, 2026 at 5:35 PM
Definitely selecting *something*
February 5, 2026 at 11:08 PM
Trying to add GPU-based object picking this evening to my map data renderer. The idea is to render each building with their unique ID and then read the pixel value under the mouse to know which object it belonged to (in theory 😀)
February 5, 2026 at 5:54 PM
From last June! Sadly I didn’t have to go so just took a picture
February 5, 2026 at 8:03 AM
Added some profiling to my map renderer so I can see what needs optimizing 👀⚡ A lot!
February 4, 2026 at 9:14 AM
Added most land types! This means water/parks/roads/sand etc. 🌳

Next: a sky!

Also need to do some performance improvements since all tiles stay rendered and in-memory right now.
February 2, 2026 at 9:55 PM
Continued working on the OpenStreetMap renderer!

Added building heights + some nicer shading using a gradient. Next is water and roads! Maybe a sky?
February 2, 2026 at 4:56 PM
Outlined rendering style I played around with a while ago, aiming for high fidelity where every line is intentional, no noise
January 26, 2026 at 10:34 AM
Skiing under the northern lights. Core memory unlocked. Nature is amazing.
January 25, 2026 at 9:13 PM
Great sky shader, I wonder how performant it is, looks realtime
January 17, 2026 at 6:59 PM
Not much for now! Just technically interesting to me. I did this a while ago in Unity but now I'm building the renderer from scratch.
January 9, 2026 at 10:49 AM
some more WIP images
January 9, 2026 at 10:37 AM
New side project! A 3D renderer based on OpenStreetMap data.

data gets streamed in tile-by-tile as I move around and together with some triangulation the buildings are generated

Next: occlusion culling, correct building heights, roads, bodies of water

Also runs in the browser through WASM
January 9, 2026 at 10:37 AM
Norway and Sweden will be added soon ❄️

This map is basically just a radius around where I live 😄
January 9, 2026 at 9:52 AM
Congratulations! It can get hectic! I've been using these tags in Discord to keep track of what still needs my attention and what is fixed. So nice that Discord kan be used for free for this.
December 11, 2025 at 12:03 PM
Ah you worked on the Berlin Apartment, gorgeous game, congratulations on release!!

The 'another texture' do you just sample that texture directly? What's the resolution? Is it a single big texture for the whole game or per-model? I did some experiments with SDFs stored in smaller textures
November 27, 2025 at 2:56 PM
Playing around with the idea of 'edge detection LODS' by adding more line detail the closer you are.
November 12, 2025 at 5:30 PM
My outlining toolkit Linework just got nominated for the Unity Awards 2025! 🥳 Thank you to everyone that used it! Very thankful

awards.unity.com/vote/categor...
November 5, 2025 at 6:52 PM
going to great lengths to make my outline shader as hand-drawn as possible
November 3, 2025 at 3:57 PM
Debug view of the outline shader
October 29, 2025 at 12:24 PM
Testing my realtime outline shader on a quick 3D recreation of the original art by @mellific.bsky.social

Lots of details of the original scene are missing, but happy to see this come together so quickly! Will refine later :)
October 29, 2025 at 12:17 PM
remade the Blender 'cavity' viewport shading option for Unity

makes any model pop without adding additional geometric detail
October 23, 2025 at 3:10 PM