Shitgeon draws cities inspired by real places from open data. This is where every piece of data comes from, under which licence, what we have modified and where to download the derivative databases.
Road centrelines (lanes, direction, speed), pedestrian crossings, pavements and pedestrian streets, squares, parks, grass, water and fountains, benches, public art, street and square names and the Plaça de Catalunya polygon (origin of the world).
Modifications
Pedestrian and road graphs (nav.json); lanes, connectors and traffic lights (traffic.json); ground classification, zebra crossings and road markings; props; map labels (labels.json); food spots.
Real data
Network layout and topology, number of lanes and directions, position of crossings, benches and public art, green and water areas and names.
Idealised
Implicit pavements by offsetting centrelines tagged sidewalk=*; 3.2 m lanes; connectors with a 6 m target radius; 0.5 m zebra stripes; 15 cm road markings; turn restrictions (restriction) are not applied.
Footprint and real roof elevation (Z_MAX, 0.25 m vertical accuracy) of each of the 503,596 volumetric caps of the 1:1000 topographic map: the building volumes (one prism per part), canopies, porches and monuments.
Modifications
Reprojection to local coordinates, cleaning (make_valid), filling of light wells < 50 m², 0.2 m topological simplification, merging of vertices closer than 5 cm, 3D extrusion up to the roof elevation, meshes and collision prisms.
Real data
Footprint and roof elevation of every building part; outlines and elevations of canopies, porches and monuments.
Idealised
Roofs geometrically flat at the real elevation; 1 m parapets on flat roofs of parts ≥ 40 m²; canopies as a 0.4 m slab; small monuments as a cylindrical target.
Real kerbs (COM_17*), street lamps (ENE_06_PT, 132,637 in the city), ridges of pitched roofs (CON_29_LN) and sea edges (quays, jetties, beaches and breakwaters).
Modifications
Reprojection; kerbs split public space into roadway, pavement and square; ridges decide tiled roofs; sea edges limit where sea can appear; lamps become oriented props.
Real data
Position of kerbs, street lamps, roof ridges and sea edges.
Idealised
Kerb as a 15 cm vertical face; lamps facing the nearest carriageway axis; tiled roof modelled flat.
69,911 buildings and 319,559 parts: year of construction, use, number of units and dwellings and floors above ground.
Modifications
Each part is assigned to the Cadastre building it overlaps most; year, use and floors become style, commercial ground floor and floor count attributes. The original Cadastre data is not distributed.
Real data
Year, use, floors and grouping of parts into buildings.
Idealised
Floors estimated from height when they differ by more than 35 %; commercial ground floors only on buildings taller than 7 m.
«Model derived from the territorial LiDAR of the Institut Cartogràfic i Geològic de Catalunya (ICGC), used under a CC BY 4.0 licence» — https://www.icgc.cat/
Data date or version
2021-2023 flight
Downloaded
What we use
Terrain model (1 m, ground returns 2/8/75), tree heights (vegetation maximum 3–5) and sea detection (water does not return the laser).
Modifications
1 m DTM and vegetation raster per 1 km sheet; filling under buildings (pull-push), removal of pits and spikes < 400 m², σ = 2 m smoothing; LAZ files are deleted after processing.
Real data
Ground elevation, building base elevation and tree heights.
Idealised
Terrain filling and smoothing; sea as a sheet at elevation 0.
Derivative databases (ODbL 1.0)
These derivative databases of OpenStreetMap are published in full and can be downloaded and reused under the Open Database License 1.0; share-alike applies only to these databases, not to the game. Open Database License (ODbL) 1.0
tiles/*/props.json — Trees, street lamps, benches, public art, static targets and food of each tile. Derivative database of OpenStreetMap, under ODbL 1.0. There is one file per tile, tiles/<tx>_<tz>/props.json; the list of tiles is in manifest.json (tiles[], fields tx and tz).
odbl/*.geojson — Underlying database of the meshes, the collision and the map (ODbL §4.6): ground classification, zebra crossings, road markings and food inputs, in GeoJSON (WGS 84), with the OSM extraction date and the CC BY notices. No buildings and no Cadastre attributes. Derivative database of OpenStreetMap, under ODbL 1.0.
The 3D meshes, the collision and the map of the game are produced works. Each one names the database it comes from (ODbL §4.6 access), downloadable in the list above.
tiles/*/lod0.glb — Detailed 3D mesh of each tile (buildings, ground by material, water, monuments). → odbl/ground.geojson, odbl/crosswalks.geojson, odbl/road_markings.geojson
tiles/*/lod1.glb — Simplified 3D mesh of each tile for distance viewing. → odbl/ground.geojson, odbl/crosswalks.geojson, odbl/road_markings.geojson
tiles/*/collision.bin — Heightmap of the visible ground and building prisms for collisions. → odbl/ground.geojson
map/*_*.webp — 2D map tiles of each tile, rendered from world/. → odbl/ground.geojson, odbl/crosswalks.geojson, odbl/road_markings.geojson, map/labels.json, tiles/*/props.json
Shitgeon is not sponsored or endorsed by Barcelona City Council, the ICGC, the Directorate General for Cadastre or the OpenStreetMap Foundation. It is a city inspired by Barcelona, not a replica: the real street layout is the skeleton and some parts are idealised.