This playable map took just 5 minutes to generate, edit, and publish online.
Bmap can reconstruct the entire world and lay the foundation for the first living digital world simulation built on Three.js.
Should we build it ourselves?
Got a real city (Nice, generated with Bmap) into Roblox as actual voxel terrain, not a mesh import.
A Studio plugin streams the heightmap + a 5m material mask into WriteVoxels: asphalt under the real streets, grass only in the real parks, native water for the sea.
@bmapengine
Every Roblox dev knows the wall: a game idea, then months spent building the map. Bmap kills that step. Any real city, rebuilt in a three.js studio in your browser, imported into Roblox Studio in one click, true stud scale, ready to script. This map took 3 minutes.
Been working this week on the first game fully built with @bmapengine.
It’s a life simulation starting in Nice, with the long-term goal of expanding into a full-world life simulator.
Players will be able to either play as themselves or let their own AI agent play for them. A world where humans and agents coexist.
One thing I’ve been building into Bmap is procedural API integration. Every generated business can be connected to a real API.
Imagine buying a shop in-game, turning it into a perpetuals trading desk, and connecting it to your favorite perp protocol’s API. Instantly, you own a functioning trading business inside the game. You earn builder fees while other players use your shop, and you can promote it to attract more customers.
That’s just one use case that came to mind as an on-chain builder. There are many more.
POIs in the Bmap Editor.
-Your map detects its own casinos, pharmacies, police stations, and more with their real names.
-One click to tag them, one keypress to walk inside.
-Everything exports as game-ready metadata.
Generated cities are becoming playable worlds.
14 days ago bmap was a little game about Monaco, today you can draw a box on any real city and walk your own streets at night, with NPCs and a casino that actually exists.
This video is the whole story, nothing staged. from a box on a map to a playable city
Ok this one's been asked a lot. Bmap now exports straight to Unreal Engine 5. You pick a real city, you get the full 3D map, terrain, buildings, roads, trees, and it drops into UE5 clean.
POIs in the Bmap Editor.
-Your map detects its own casinos, pharmacies, police stations, and more with their real names.
-One click to tag them, one keypress to walk inside.
-Everything exports as game-ready metadata.
Generated cities are becoming playable worlds.
NPCs just landed in the Bmap editor.
- passive: one slider and your streets fill with pedestrians
- active: click to place, name them, write their line
- press Play, walk up, hit E they talk
All inside a real city generated from open data.
POV: you generated Nice from a bounding box and now you're just… walking around in it.
Play mode is coming to the Bmap editor one click and you're inside your map in third person. Real streets, real buildings, real slopes, straight from open data. This is the Promenade des Anglais. I didn't model a single thing.
Next: NPCs, quests, POIs. City maps are becoming playable worlds.
Promenade des Anglais, Nice, France.
A 3D low-poly, game-ready map generated with Bmap, ready to run in Three.js or export to your favorite game engine.
Can't stop improving Bmap.
The Bmap editor is live.
Generate any real city, then open it in a full 3D editor right in your browser and make it yours every building, every road, every tree, and the whole sky.
Buildings: height, floors, roof style, color, material (plaster, stone, glass), window density and size. Select one, a group, or drag a box over a whole district and edit in bulk. Restyle an entire city with a single palette.
Roads: surface, width, curb, color, lane markings one road, or every road of a class at once.
Nature: tree species, size, density and season. Recolor parks. Vegetation placed from real OSM land use.
Sky and light: time of day, sun direction and color, exposure, haze, a live procedural sky, and cinematic scene presets in one click.
Water: a sea-level flood slider with a depth-aware ocean, shoreline foam, rivers and lakes.
Terrain: snow line and land tone.
Move through it with an orbit view or a free-fly camera, toggle any layer, undo and redo everything. Your building footprints stay 1:1 with the real world you restyle it, you never distort it.
Your work autosaves as you go, and you can save any world to your Bmap library to keep it and pick up right where you left off.
When it's ready, export to three.js or Unreal Engine 5 with your edits baked in.
The full editor is a Creator feature. Free accounts get basic editing explore, toggle layers, try the ambiance presets.
And this is only the first version. More engine targets (Roblox next), richer materials, and tools that turn a real city into a game you can actually play are on the way.
Also a huge thank-you to the first Creators backing this while it's still early, you're what makes it possible, and there's a lot more coming to make Bmap even more valuable.
Draw a box. Build a world.
https://t.co/fzqwKca7R9
One more thing.
If you were already on Bmap before today, your export count has been reset to zero. A fresh start on the new tiers, on us.
Thanks for being here early, it means a lot.
Bmap has a Creator tier now.
Draw a box on any city, get a game-ready 3D world. 1,664 cities built so far.
Free: up to 1.5 km, 1 export.
Creator: up to 5 km, 10 exports, three.js + Unreal Engine 5, commercial use & early access to Bmap Editor.
https://t.co/0N1KF5NlOn