A New Take on City Simulation: Valencia, Spain Recreated in Isometric View

An indie developer recreates Valencia in isometric view, exploring new possibilities for urban visualization.
A Hacker News Show HN project titled "Valencia, Spain in Sim City/Isometric View" transforms Valencia into an interactive cityscape using the classic isometric perspective, earning 30 upvotes and 9 comments. The article analyzes the advantages of isometric view for urban expression—orthographic projection presents buildings, roads, and green spaces in balanced proportion with high information density—and speculates that the technical implementation may involve OpenStreetMap data extraction and isometric rendering. The community focuses on data accuracy, performance, and open-source plans. The article further explores the potential value of stylized isometric maps in urban planning public participation and educational scenarios, as well as the inspiration from small, specific visual experiments in indie projects.
A Visual Experiment That Makes a City "Playable"
On Hacker News' Show HN section, a project titled "Valencia, Spain in Sim City/Isometric View" has drawn attention. Using the classic Sim City isometric perspective, it brings Spain's third-largest city, Valencia, onto the screen. With no complex game mechanics and no lengthy documentation, it earned 30 upvotes and 9 comments based on a single interactive cityscape.
This isn't a game in the traditional sense—it's more of a cross-disciplinary experiment between visuals and technology. The author transforms the real city's streets, buildings, and coastline into a pixel or vector-style image under isometric projection, letting viewers feel as though they're looking down at a carefully constructed model sandbox. For players familiar with Sim City or Cities: Skylines, this perspective carries an inherent sense of "god mode" familiarity.
Why Isometric View Suits Urban Expression
Isometric view has a long history in game design. Through fixed-angle orthographic projection, it conveys three-dimensionality without perspective, preserving spatial layering while avoiding the distance falloff caused by perspective distortion. At the urban scale, this perspective allows buildings, roads, and green spaces to appear simultaneously in balanced proportion, achieving high information density that's easy to read.
Valencia's urban fabric happens to suit this expression well. The compact streets of the old town, the linear park converted from the Turia riverbed, and the modern building clusters near the coast all find clear counterparts within an isometric grid. What the project presents is not just landmarks but an abstraction of urban structure. According to discussions on Hacker News, works like this often stem from developers' personal interest in map data and rendering pipelines rather than commercial goals.
Isometric view relies on orthographic projection, where projection lines are parallel to each other and perpendicular to the projection plane, producing no perspective foreshortening. In game development, common isometric projection uses a 2:1 pixel aspect ratio (2 pixels horizontal for every 1 pixel vertical), making cubes appear on screen as a diamond-shaped top face with two 45-degree slanted sides. This projection keeps objects the same size regardless of distance, making it easy for players to judge spatial positions precisely—though it sacrifices depth cues from realism.
At the urban scale, the advantages of orthographic projection are especially pronounced: building heights and street widths can be scaled at a uniform ratio, avoiding the problem of distant objects appearing too small in perspective projection, thereby presenting more information within a limited screen. Moreover, the isometric grid is naturally suited to tile-based maps, facilitating modular rendering and subsequent interactive extensions.
Technical Implementation and Community Response
Judging from the brief Show HN description, the project focuses on "recreating" rather than "simulating." No complex traffic flows or economic systems are mentioned; the core challenge lies in converting geographic data into stylized visuals. Possible approaches include extracting building footprints and road networks from OpenStreetMap, transforming coordinates via isometric projection, and rendering with unified color and material rules. This workflow is not uncommon in the indie developer community, but applying it to a specific city still poses difficulties in detail trade-offs and performance balancing.
Although community comments are few, they point to several typical concerns: map data accuracy, rendering performance, and whether there are plans to open source. In the context of Hacker News' Show HN, projects like this typically appear as technical demos, through which authors gather feedback and may iterate gradually. Thirty upvotes represents moderate popularity on Show HN, indicating it resonated with a niche group interested in urban visualization.
OpenStreetMap (OSM) is an open-source, editable global map database whose data is stored as tagged vectors, including building footprints, road networks, land use, and other elements. Developers can extract data by region and feature type via the Overpass API, then import it into a PostGIS database using tools like osm2pgsql for spatial queries. Converting OSM data to isometric view typically requires: extracting building polygons and calculating their heights (from building:levels tags), simplifying and smoothing road networks, and finally mapping latitude/longitude coordinates to an isometric grid via affine transformation. This workflow has a mature toolchain in indie games and visualization projects, such as open-source libraries like osmbuildings.
From Visual Experiment to Potential Urban Tool
The potential value of such isometric city views goes beyond looking good. In urban planning and public participation, stylized isometric maps can lower the barrier to understanding, allowing non-expert audiences to quickly grasp spatial relationships. Compared to complex GIS systems, they sacrifice some precision in exchange for intuitiveness and shareability.
Another direction is education. Sim City-style games have long been used to introduce urban systems, and isometric recreations of real cities can serve as supplementary material for geography or architecture courses. Of course, the project is currently still at the showcase stage, lacking an interactive layer and data analysis capabilities. If the author later adds layer toggling, building info pop-ups, or timeline comparisons, its utility as a tool would be significantly enhanced.
Geographic Information Systems (GIS) are systems for collecting, managing, analyzing, and displaying geospatial data digitally, emphasizing precise coordinates, attribute queries, and spatial analysis capabilities. Common GIS tools like QGIS and ArcGIS can perform buffer analysis, route planning, and other operations, but their interfaces are complex with steep learning curves. Stylized isometric maps forgo coordinate precision and attribute completeness, prioritizing visual readability, making them suitable for communicating spatial relationships to the public. The two can complement each other: isometric maps can serve as a presentation layer for GIS analysis results, while GIS provides underlying data support.
Lessons from an Indie Project
In an era flooded with AI-generated content, a manually constructed urban visual project seems restrained by comparison. It doesn't claim to disrupt anything—it simply presents a place in a different way. This kind of "small and specific" creation has always had a place on Hacker News—they don't pursue scale but showcase an individual's unique solution to a particular problem.
For content creators and developers, the inspiration from this project lies in: choose a city you know well, find a suitable visual language, and then build it with acceptable technical cost. Thirty upvotes may not be many, but each one comes from someone who truly understood it.
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