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.
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And just like that, it's in UE5.
The whole Monaco map, imported and playable in under 30 seconds. 1:1 with the real city, every street and building where it actually stands
Now the fun part: lighting, materials, props. Turning the bones into a living Monaco.
...a GTA in Monaco, maybe? 👀
Hour 2 of turning real cities into 3D game maps.
Pulled every building footprint of Monaco from OpenStreetMap (2,672 of them) and projected them onto the real 3D terrain, aligned to the exact coordinates.
So the whole city layout is now precise, straight from open data. No hand-tracing.
Next: an in-browser editor where each footprint is clickable, real building type, height, even a photo, so you drop each building exactly where it belongs.
Still WIP, but the base for an exact replica is here.
Stack: Copernicus DEM + OpenStreetMap + Blender + Three.js.
Hour 1 of building a pipeline that turns public topographic data into 3D isometric game maps.
Real-world elevation (Copernicus DEM) + OpenStreetMap → procedural terrain, coastline & city, baked low-poly in Blender, running real-time in the browser with Three.js.
This is Monaco, 100% from open data, zero hand-modeled terrain.
Goal: open-source it so any dev can generate a game map straight from a real city. Building a believable world is one of the biggest walls when you start making games, this tears it down.
I haven't manually sculpted a Roblox environment in weeks.
The shape, the terrain, the materials of this dungeon all auto-generated.
What you're watching is what 30 minutes of a workflow looks like.
Hand-building game environments is about to feel as outdated as hand-coding HTML in 2026.