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using game engines for architectonic (and other) purposes

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Architools


Thomas Scheiblauer, 2004

The project was part of my diploma thesis in architecture at the Technical University of Vienna. The thesis, titled Using Game Engines for Collaborative Virtual Environments in Architecture (english translation of the german original), was of theoretical nature mostly, so it needed a practical supplementation, which was Architools.

Actually three main ideas were behind Architools. First, the idea of the holodeck, where in virtual spacetime a working environment could be created in no time, where simple instructions lead to complex results.

Second, the idea of networked collaboration using the graphical, simulational and networking powers of existing game engines which surpass in every aspect the tools available in an academic/scientific context.

And third, to throw the godlike figure of the Architect out of heavens right into the world using the first person perspective that allows for a more user oriented design-approach.

Architools consists of a written design document and a demo map in Unreal Tournament 2003. The design document outlines the environment and the tools that would be necessary for a prototype while the demo map shows the tools in (animated) action. It was beyond the scope of my programming skills to make really functional tools, so a representational concept was developed and playermodels (created by other modders) were put in place like wax figures. That is where the project still stays, waiting for resources to be thrown at it.

The concept makes use of the weapon metaphor of modern first person shooters. Architools are objects within the virtual environment that can be picked up, exchanged and used just like the weapons in UT. Functions that are usually found in CAAD-applications are transformed to support the first person experience.

14 tools, each one performing a distinct function: point and mark, spawn objects out of an object library, delete objects, move objects around, paddle-strike objects around (just for fun), rotate objects, scale objects, turn the gravity on and off for any chosen object, group objects together, multiply and array objects, change the fov of the player (i. e. zoom), apply textures and sort-of post-it messages, a remote control to use any chosen object as a flying carpet or as a transportation platform and a point-and-click teleportation device.

there is also a video i’m considering to throw into the podcast, but it’s about 100 megs. maybe shoot a smaller one ;-)

Architools demo map
The demo map for Unreal Tournament 2003 (41 MB)
Laserpen
A prototypical pointing device (beta) for UT2k3 (0.66 MB)
Diploma Thesis
Anwendung von Game Engines für kollaborative virtuelle Umgebungen in der Architektur, written in German (pdf, 4.4 MB)
Diploma links
A linklist, mostly out of date ;-)

# 2006-05-13 by liltom | blog | work | game engines

House II Deathball

House II Deathball, 2004
(i-pod video)

A Deathball-match between Houses (Breuer House II and Eisenman House II)

Deathball: a Team Vortex mod for Unreal Tournament 2003
Breuer House II: Marcel Breuer, USA, New Canaan, Connecticut, 1948
Eisenman House II: Peter Eisenman, USA, Hardwick, Vermont, 1970
Thomas Scheiblauer: Playermodels for Unreal Tournament 2003

# 2006-05-09 by liltom | podcast | work | blog | game engines