MAP GENERATION FOR RETRO GAMING ENGINES
Keywords: Gamification, Map generation, Tile sets, IFC, CityGML, OSM
Abstract. Current attempts to integrate gaming, geospatial and AEC technologies are driven by increased hardware capabilities and target virtual worlds as close to reality as possible. In this paper we pursue a converse destination and populate low-tech virtual worlds from geospatial data, building and city models, specifically for retro gaming engines in spatial chat tools. We consider an island, a building and a city district scenario and populate these scenarios from OSM, IFC, and CityGML data sources. The derived worlds are targeting use cases in business, educational and recreational settings. Based on a prototypical implementation, we study the feasibility and limitations of good quality retro gaming map generation with automatic means from existing data sets, but also the potential of such worlds for Green IT, accessibility and inspiration of new user groups. We describe the algorithms and processes to generate the maps and outline the concept for a user survey. Beyond that, by discussing map generation techniques from classical gaming in context of and comparison with geospatial and AEC practices, this paper contributes a retrospective of early gaming techniques that might be both entertaining and informative for current development practice.