Hop.earth – OpenStreetMap based car racing game

73 pointsposted 5 hours ago
by faebi

37 Comments

ssl-3

2 hours ago

I teleported to a place where I've never been and discovered that I was falling from the sky with a parachute -- from the darkness, and into more darkness. Looking around, I could see others below.

The parachute then disappeared without any drama and I was not falling.

I tried to walk up to some other players, but when I reached one of them I fell below the surface they were standing on.

A note at the bottom of the screen appeared for a moment suggesting that that pressing F would enter car mode some such thing, so I pressed F and a little bell sounded, while the scroller indicated that I'd used the Primary Action.

But I kept trying as I walked through the vast darkness. Ahead, way up there, it appeared that there was something like a road with some other players near it; a few were standing around and some were walking seemingly aimlessly.

As I walked towards the road, my elevation seemed to be increasing -- like I was atop of some invisible ramp.

Eventually, I snapped up to the top surface of the road. For just one instant I was eye-to-eye with another player.

And then I heard a man scream as the world turned grey. I soon recognized that this was my death.

A strange game. The only way to win is not to play.

jbl0ndie

an hour ago

So that's either Hotel California by The Eagles, or that time when I tried Second Life and got stuck between the wall and the spiral staircase in the training level. I'm probably still there. Strange indeed.

w4yai

an hour ago

Such a beautiful and accurate description of the experience. Thank you.

fassssst

5 hours ago

It’s very easy to vibe code cool three.js OSM things.

Here’s a little N64 style cozy flight sim I’m working on:

https://seattle64.benjasmin.chatgpt.site/

jimmar

3 hours ago

Nice! I flew by my childhood home a few times. My request would be to let it fly slower. I wanted to look around but passed by everything too quickly.

fassssst

2 hours ago

Thanks! You can hold Ctrl on desktop to fly slower, will add speed controls for mobile.

Also working on a photo mode :)

brendanlevy

4 hours ago

Amazing - I was just working on something like this in Godot for my kids. Would love to collaborate.

fassssst

4 hours ago

Also making this for my son! I'll add an in-game write up with a prompt guide; it took a lot of guidance and taste to get it to this point, and a few billion tokens.

taude

4 hours ago

That's pretty neat. Was fun seeing Seattle rendered this way

adamq_q

4 hours ago

This is super cool!

danirod

5 hours ago

It seems that the link points to a shared map that is being flooded by visitors, so opening the link is a sensory nightmare. Plus probably triggers some bugs due to the server overload. Visiting the frontpage and creating an empty race result in a still buggy but less buggy experience to at least understand what in the world is this.

vunderba

3 hours ago

I’ve seen a few attempts at making procedural racing games based on street map data from Google Maps and other sources [1] [2], but because the maps are often imprecise from a collision standpoint, the results can tend to be pretty janky.

Unfortunately I can't really give any meaningful feedback on this game because every time I try to start a race, it just shows a character parachuting down...

[1] - https://github.com/gre-42/MGame

[2] - https://steamcommunity.com/app/2599450

jparishy

2 hours ago

I think doing this type of work makes you really respect the game devs that pioneered the genre. a lot of little things matter in terms of making it feel right, whether you're going for realistic or more arcade like.

for my version I leaned arcade: during the race you can jump higher, it gives in game direction hints, and the whole track has a ribbon on it so it's obvious where to go. however, every hour the track changes to a different stretch of Philly roads and it can definitely highlight your point.

The art direction and sense of scale are important, and successful games seem to be quite good at tricking you into thinking the visual scope is bigger than it is, while the smaller/tighter areas are easier to navigate in-game. The real world is surprisingly huge.

(I don't want to spam my game but you can find it in my recent comment history)

ssl-3

an hour ago

I would like for you to spam your game.

jbl0ndie

an hour ago

I love this. Just cancelled a trip to Austria. At least I can drive the K pass now. Going off road, rolling and then carrying on is a really nice touch. It has RV There Yet vibes.

fodkodrasz

5 hours ago

Buggy to the level of unusable.

ttamslam

5 hours ago

I'm so primed to enjoy this from what I can tell, but sadly too buggy to use.

sgt

5 hours ago

Where's the car? "F" does nothing. And I can't find any vehicle.

faebi

5 hours ago

It's very buggy. A full reload helps. Don't press too many buttons until you land. Then press F until the car appears. only enter when it stops. That's my experience with it

arikrahman

40 minutes ago

Nice premise, I can see this being developed out more for open world style games.

Azantys

5 hours ago

Dysfunctional vibeslop

andai

5 hours ago

Reminds me of those old multiplayer Shockwave games where there was nothing to do but you'd just hang out.

Yapping7880

4 hours ago

Interesting idea that seems FUBAR.

LukaD

2 hours ago

That's honestly pretty rough. Starting a race in a region where it's night time is pointless when you see almost nothing at night. Holding X to summon a vehicle does not seem to work. Can we have less completely broken vibe coded stuff please?

bromuk

3 hours ago

Feels like a single shot from an AI agent, pretty horrible and buggy

progx

4 hours ago

Cool idea, but please make it better!

hellojomp

2 hours ago

The next level of this is Ukraine street maps where you run virtual war campaigns on real streets using drones.

moomoo11

35 minutes ago

doesnt seem to work

kerv

3 hours ago

f's in chat

weezing

3 hours ago

Prime example why not everyone should make games