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<title>lilstudio.at: game engines</title>
<link>http://www.lilstudio.at?cat=gameengines</link>
<itunes:subtitle>architecture and games</itunes:subtitle>
<itunes:summary>using game engines for architectonic (and other) purposes</itunes:summary>
<description>using game engines for architectonic (and other) purposes</description>
<language>en-gb</language>
<copyright>reference the author.</copyright>
<itunes:owner>
   <itunes:name>thomas scheiblauer</itunes:name>
   <itunes:email>liltom@lilstudio.at</itunes:email>
</itunes:owner>
<managingEditor>liltom@lilstudio.at (thomas scheiblauer)</managingEditor>
<itunes:author>thomas scheiblauer</itunes:author>
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   <title>lilstudio.at</title>
   <link>http://www.lilstudio.at</link>
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<pubDate>Sun, 05 Sep 2010 04:10:48 +0200</pubDate>
<lastBuildDate>Sat, 13 May 2006 22:34:00 +0200</lastBuildDate>
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<itunes:category text="Arts">
<itunes:category text="Visual Arts" />
</itunes:category>
<itunes:category text="Games &amp; Hobbies">
<itunes:category text="Video Games" />
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<category>Visual Arts</category>
<category>Video Games</category>


<item>
    <pubDate>Sat, 13 May 2006 22:34:00 +0200</pubDate>
    <title>Architools</title>
    <link>http://www.lilstudio.at/index.php?id=7</link>
    <guid>http://www.lilstudio.at/index.php?id=7</guid>
    <dc:creator>liltom</dc:creator>
    <itunes:author>liltom</itunes:author>
    <itunes:explicit>no</itunes:explicit>
    <itunes:keywords>blog, work, game engines</itunes:keywords>
    <category>blog</category>
    <category>work</category>
    <category>game engines</category>
    <itunes:subtitle>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 </itunes:subtitle>
    <itunes:summary>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&#8217;m considering to throw into the podcast, but it&#8217;s about 100 megs. maybe shoot a smaller one ;-)</itunes:summary>

    <description>&lt;p&gt;&lt;img src="http://www.lilstudio.at/images/architools01.jpg" alt="" width="660" height="165" /&gt;&lt;br /&gt;
Thomas Scheiblauer, 2004&lt;/p&gt;

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

	&lt;p&gt;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.&lt;/p&gt;

	&lt;p&gt;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.&lt;/p&gt;

	&lt;p&gt;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.&lt;/p&gt;

	&lt;p&gt;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.&lt;/p&gt;

	&lt;p&gt;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.&lt;/p&gt;

	&lt;p&gt;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.&lt;/p&gt;

	&lt;p&gt;&lt;img src="http://www.lilstudio.at/images/architools02.jpg" alt="" width="660" height="165" /&gt;&lt;/p&gt;

	&lt;p&gt;there is also a video i&amp;#8217;m considering to throw into the podcast, but it&amp;#8217;s about 100 megs. maybe shoot a smaller one ;-)&lt;/p&gt;&lt;ul&gt;

    &lt;li&gt;
&lt;a href="http://www.lilstudio.at/downloads/architools/architools.zip" title="The demo map for Unreal Tournament 2003 (41 MB)"&gt;Architools demo map&lt;/a&gt; :: The demo map for Unreal Tournament 2003 (41 MB)&lt;/a&gt;
    &lt;/li&gt;

    &lt;li&gt;
&lt;a href="http://www.lilstudio.at/downloads/architools/laserpen.zip" title="A prototypical pointing device  (beta) for UT2k3 (0.66 MB)"&gt;Laserpen&lt;/a&gt; :: A prototypical pointing device  (beta) for UT2k3 (0.66 MB)&lt;/a&gt;
    &lt;/li&gt;

    &lt;li&gt;
&lt;a href="http://www.lilstudio.at/downloads/diploma/game_engines.pdf" title="Anwendung von Game Engines für kollaborative virtuelle Umgebungen in der Architektur, written in German (pdf, 4.4 MB)"&gt;Diploma Thesis&lt;/a&gt; :: Anwendung von Game Engines für kollaborative virtuelle Umgebungen in der Architektur, written in German (pdf, 4.4 MB)&lt;/a&gt;
    &lt;/li&gt;

    &lt;li&gt;
&lt;a href="http://www.lilstudio.at/downloads/diploma/Internetquellen.htm" title="A linklist, mostly out of date ;-)"&gt;Diploma links&lt;/a&gt; :: A linklist, mostly out of date ;-)&lt;/a&gt;
    &lt;/li&gt;

    &lt;/ul&gt;</description>

</item>



<item>
    <pubDate>Tue, 09 May 2006 21:24:00 +0200</pubDate>
    <title>House II Deathball</title>
    <link>http://www.lilstudio.at/index.php?id=3</link>
    <guid>http://www.lilstudio.at/index.php?id=3</guid>
    <dc:creator>liltom</dc:creator>
    <itunes:author>liltom</itunes:author>
    <itunes:explicit>no</itunes:explicit>
    <itunes:keywords>podcast, work, blog, game engines</itunes:keywords>
    <category>podcast</category>
    <category>work</category>
    <category>blog</category>
    <category>game engines</category>
    <itunes:subtitle>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 </itunes:subtitle>
    <itunes:summary>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</itunes:summary>

    <description>&lt;p&gt;&lt;img src="http://www.lilstudio.at/images/house2deathball.jpg" alt="" width="450" height="225" /&gt;&lt;/p&gt;

	&lt;p&gt;House II Deathball, 2004&lt;br /&gt;
(i-pod video)&lt;/p&gt;

	&lt;p&gt;A Deathball-match between Houses (Breuer House II and Eisenman House II)&lt;/p&gt;

	&lt;p&gt;Deathball: a Team Vortex mod for Unreal Tournament 2003&lt;br /&gt;
Breuer House II: Marcel Breuer, USA, New Canaan, Connecticut, 1948&lt;br /&gt;
Eisenman House II: Peter Eisenman, USA, Hardwick, Vermont, 1970&lt;br /&gt;
Thomas Scheiblauer: Playermodels for Unreal Tournament 2003&lt;/p&gt;&lt;ul&gt;

    &lt;li&gt;
&lt;a href="http://udn.epicgames.com/Main/WebHome" title="Epic Games"&gt;Unreal Developer Network&lt;/a&gt; :: Epic Games&lt;/a&gt;
    &lt;/li&gt;

    &lt;li&gt;
&lt;a href="http://www.deathball.net/index.php?cat=info&amp;pid=5" title="Team Vortex"&gt;Deathball homepage&lt;/a&gt; :: Team Vortex&lt;/a&gt;
    &lt;/li&gt;

    &lt;li&gt;
&lt;a href="http://www.lilstudio.at/downloads/house2/index.htm" title="lilstudio"&gt;House 2 download-page&lt;/a&gt; :: lilstudio&lt;/a&gt;
    &lt;/li&gt;

    &lt;/ul&gt;

&lt;p&gt;&lt;a href="http://www.lilstudio.at/audio/lilpodcast-2006-05-09-84646.m4v"&gt;File Download (3:40 min / 21.7 MB)&lt;/a&gt;&lt;/p&gt;</description>

    <enclosure url="http://www.lilstudio.at/audio/lilpodcast-2006-05-09-84646.m4v" length="22754099" type="application/octet-stream" />
    <itunes:duration>00:03:40</itunes:duration>
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