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

ameye.dev
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
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
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
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
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
going to great lengths to make my outline shader as hand-drawn as possible
November 3, 2025 at 3:57 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