From Game Worlds to “Serious” Game Worlds:
Geo referencing game engine data, there and back again
ABSTRACT
This paper will focus on a pipeline to improve the correlation of fictitious game
maps and the best way to correlate and geo reference the data for use in real
world training. The paper is more like a tutorial that will explore the use of
ESRI 3D analyst, Global Mapper, and the use of 3D Software. The best technique is
an intermediate step where a Subject Matter Expert designs a map (raster) that is
used as the base for the creation of assets for both maps.
A map would be used similar to the ones used in FPS's (First Person Shooters)
like Halo4 , Call of Duty, or a Crytech map.
Subjects covered;
- How to export a game engine map to be used in the real world.
- Polygon reduction and other manipulation to the high resolution mesh.
- Cutting the map mesh to create topographic maps.
- Using topographic maps to create elevation data.
- Techniques for geo‐referencing raster data.
- How to merge fake topographic maps with real world data.
- How to bring real world data back again into the game engine.
- The use of height maps to create terrain.
- How to gather raster data in power of 2 ratio so it can be ingested in
the game engine.
- Populating game assets in the world.
- Creation of OOB(out of bound) skirts. (The OOB skirt is a polygon mesh
placed outside the area cover by the terrain in a game map.)
Why do this?
Game engines lack geo‐referencing awareness. They are usually postal
stamp size maps on a flat earth world, but they do have some advantages.
First they are light years ahead in rendering and visuals effects. The
engines are very robust, well tested, and offers lots of features. FPS
games already have bots or automated players, so defining an AI
(Artificial Intelligence) to improve the reality of a scenario by adding
people is already built into their system. To leverage all these
advantages a better pipeline needs to be created to correlate legacy
engines with a new environment.
VITA
Jorge L. Rosado Ortiz is an Application Developer I with Ball
Aerospace & Technologies working at the Warfighter Readiness Division
at Wright-Patterson AFB, OH. He joins the Correlated RealTime All
Sensor databases (CRASD) Lab with over 10 years of experience with the
video game industry where he developed titles for Electronics Arts,
Auran and TimeGate Studios. He served as a Phantom F-4 avionic
technician with the USAF from the end of the Cold War to the end of the
1st American Gulf War. He holds a Bachelor degree in Architecture and is
the author of the book “Wehrmacht Panzer Division” published by Amber
Books.