Interesting. I had a similar idea around a decade ago.
My thoughts from the time: if it's just [something like the linked implementation], there's a limited view of the way ahead, so it's better if you can give it a non-linear scale.
Upcoming turns also hide a lot of the real way ahead, so it's better to if you can increase horizontal visibility too.
How do you have non-constant scale on both axes? How to make this useful for navigation?
I may play with this idea again given that vibe coding has given me time for such experiments.
I don't really see how this could ever be better than what Google maps already does. It's neat and cool and stuff, it's just not useful. And you need a way beefier computer in your car to run it.
It may well be worse. This is one reason I didn't judge doing experiments to find out to be a good use of my time before vibe coding became a thing.
However, I also wouldn't bother with the full 3D rendering, I'd just use a normal map. There's several reasons why normal maps don't tend to include every bush, every letter box on every building.
My thoughts from the time: if it's just [something like the linked implementation], there's a limited view of the way ahead, so it's better if you can give it a non-linear scale.
Upcoming turns also hide a lot of the real way ahead, so it's better to if you can increase horizontal visibility too.
How do you have non-constant scale on both axes? How to make this useful for navigation?
I may play with this idea again given that vibe coding has given me time for such experiments.