What projection do you want to use? Generally, play areas are small enough that a Mercator style projection is good (a la UTM). If you're close enough to the Equator, you can even go to cylindrical projection, where you simply say latitude * scale == Y and longitude * scale == X.
If you want a planar projection around point X,Y,Z (the "center" of the screen), then you create a matrix that points east/up/south at that position. Then you invert that matrix, and transform each point by that matrix. Finally, you pull out the X and Z coordinates; that's your "right" and "down" values in screen space.
Sadly, because the Earth is compressed, the latitudes are not just a simple sin/cos formula, because 45 degrees latitude is not 45 degrees up from center of Earth; it's the point at which the Earth's normal points 45 degrees away from the equator plane. If you can live without compensating for that (it's about 1/300th in compression along the north/south axis), then you can just plug lat/lon as polar coordinates into sin and cos to get the X,Y,Z, and project them through your chosen projection.
Jon Watte, Direct3D MVP
Tweets, occasionallykW X-port 3ds Max .X exporter
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