Indoor maps are often treated as a rendering problem: take a floor plan, extrude a few walls, and display the result. That is useful for a viewer, but it breaks down when a team needs to edit a real space, place assets, or hand the result to another application.

We are building KiMap around a different boundary: turn a floor plan into an editable indoor scene in the browser, then keep the resulting structure useful for an SDK consumer.

Why a floor plan is not enough

A production indoor workflow needs more than a textured image on a plane. At minimum, the editor has to preserve the relationships between walls, floors, rooms, openings, and the objects placed in the space. Those relationships determine whether the result can later support navigation, facility workflows, a digital twin, or a custom web experience.

That is why the current KiMap workflow starts with structure. You can define the indoor geometry, inspect it in 2D and 3D, and keep editing instead of committing to a static export too early.