Map3D GDevelop Extension
Drop a real place into your GDevelop game. Any street, any city, any coastline on Earth, built live in 3D.
Type in a latitude and longitude, hit generate, and watch your scene fill up with real terrain, real roads, real buildings, real rivers and lakes, and real trees, pulled straight from open map data. No 3D modeling. No importing giant files. No API key, no account, no cost to fetch the data. It just builds itself, right there in your game.
Want to drive around your own hometown? Recreate a real city for a heist level? Build a flight sim over real mountains? Now you can, in minutes, without touching a modeling tool.
Why it doesn't fall over
Other "real map" tools bake the whole area into one giant 3D file. That sounds convenient until your game starts lagging, because the engine can't hide what's off-screen, can't simplify what's far away, and dense city geometry can straight-up crash physics engines.
Map3D does it differently. Every road, building, tree and lake is its own separate object, built piece by piece as needed. That means your game engine can still do all its normal tricks: hide what's off camera, skip what's blocked behind a hill, keep physics stable even in a packed downtown. Real places, without the performance nightmare.
What you get, free
The core Map3D extension is completely free and includes:
- Real terrain with actual elevation, hills and valleys included
- Roads and bridges that follow the ground and clear the rivers/valleys they cross
- Buildings, extruded from their real footprints, complete with generated gabled or hipped roofs
- Water that hugs the shoreline and follows a river's slope downhill instead of floating like a pane of glass
- Trees, scattered through forests or placed exactly where they stand in real life, rendered efficiently even by the thousands
- Walkable physics for the terrain, so characters and vehicles can actually stand on the ground you just generated
- Optional collision for buildings, bridges and tree trunks, smartly merged so a whole city block doesn't wreck your physics engine
- Blow it up and rebuild it: delete individual buildings, bridges, trees or ponds at runtime (say hello, destructible cities) and restore them just as easily
- A live preview right in the editor, so you can see the map while you're placing it, before you even hit play (only terrain & roads)
- Everything cached automatically, so regenerating the same spot is instant after the first load
If all you want is a real-world backdrop for your game, the free extension is the whole ride.
Level up with the paid add-ons
Two optional extensions build on top of Map3D for projects that need more.
Map3D Navigation — turn your map into a place players can actually navigate
A real 3D world is impressive. A real 3D world with a minimap, a GPS route, and a big map you can pull up and plan your next move on? That's a game that feels alive. Navigation is what takes your generated city from "cool backdrop" to something players actually play in.
- A minimap and a full-screen big map, both drawn straight from the same map data, so what you see on the HUD always matches the 3D world
- Smart pathfinding that actually understands the map: prefers roads, avoids water, respects slopes, and can even do GPS-style "roads only" routing like a real car
- Works with real physics too, so NPCs can walk their route with true collision and momentum instead of just gliding along it, get knocked off course by a hit, and pick their path right back up afterward
- Drop markers for the player, allies, enemies or objectives, with off-screen direction arrows and heading-aware icons
- Draw live routes on the map, GTA-style, that trim back as your character walks them
- Tap-to-navigate, tap-to-drop-a-pin, custom map labels, and an above/below elevation indicator so you always know if that blip is on the roof or in the basement
Perfect for open-world games, delivery/taxi sims, RPGs, or anything where the player needs to know where they are and where to go next.
Map3D Persistence — the infrastructure your shipped game actually needs
Map3D generates your world by calling free, public map services. Great for building and testing, risky for a shipped game, because you don't control those servers. They can rate-limit you, go down, or change without warning, and suddenly your live game can't load its own world. No serious release should depend on that at runtime.
Persistence is the fix: bake your generated maps once, ship them with your game, and never touch an external server again.
- Save a generated map to a file and load it back later with zero network requests
- Ship a fixed map baked into your game instead of fetching it live every time
- Every deletion survives the round-trip too, so a city you've blown half apart stays blown apart on reload
- Loads work at any scale, so a map saved small can be loaded big and still come out correct
If you're prototyping, you can live without it. If you're shipping, you can't: it's what turns "works on my machine, hopefully forever" into a finished game that loads the same way every single time.
Get real places into your game today
Start free with the core Map3D extension. Add Navigation when your players need to find their way. Add Persistence when you're ready to ship. No modeling required, no giant asset files, just real-world maps generated live, right inside GDevelop.
| Published | 8 hours ago |
| Status | Released |
| Category | Tool |
| Platforms | HTML5 |
| Author | Avram |
| Tags | 2D, 3D, gis, maps, navigation, osm, outdoor, real-world |
| AI Disclosure | AI Assisted, Code |
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