3D Visualization: Difference between revisions

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: ''The 3D world can be divided in different zones. Each zone can have it's dedicated zoning plan, describing which types of constructions are allowed. The municipality usually has the task to approve building permits according to what is allowed in these zoning plans.''
: ''The 3D world can be divided in different zones. Each zone can have it's dedicated zoning plan, describing which types of constructions are allowed. The municipality usually has the task to approve building permits according to what is allowed in these zoning plans.''


===Ownership===
===Terrains===
: ''Main article: [[Ownership]].''
: ''Main article: [[Terrains]].''


: ''Another important element of the 3D world is ownership of property. Actions can normally only be performed on property that is owned by the acting stakeholder. To accomodate this, stakeholders can buy and sell land from and to each other, opening all new ways to approach the objectives. It is one of the mechanics that can force players to communicate and cooperate directly with each other.''
===Overlays===
: ''Main article: [[Overlays]].''


===Behavior===
===Dike Types===
: ''Main article: [[Behavior]].''
: ''Main article: [[Dike Types]].''


: ''Behavior refers to the type of surface that is used in the 3D world. This includes grass land, sandy dunes, urban concrete and open water. This behavior can also be adjusted by players through their actions. A player can construct open water, or decide to fill an area with concrete. Behavior affects indicators; open water has an impact on [[Water Storage (Indicator)|water storage]] and grass on [[Livability (Indicator)|livability]] and [[Green (Indicator)|green]].''
===Upgrade Types===
 
: ''Main article: [[Upgrade Types]].
===Ground Price===
: ''Main article: [[Ground Price]].''
 
: ''To facilitate [[land transactions]] between players, a ground price is set per surface unit. This price can be adjusted, as negotiations take place. When a player has a substantial advantage if another player buys land from him for a certain action, he can entice the other player to purchase the land by lowering the price.''
 
===Terrain Height===
: ''Main article: [[Terrain height|Terrain Height]].
 
: ''For some games terrain height is an important factor; high ground is much less likely to flood then lower ground. Changing the terrain's height map has therefore a huge impact on the 3D world.''


==How to create a 3D World in the Tygron Engine==
==How to create a 3D World in the Tygron Engine==

Revision as of 10:57, 29 July 2015

Please note: This page is currently being updated!

Template:Learned


What is a 3D World?

The 3D World is a visual representation in three dimensions of (a part of) the real world or a virtual area.

What is the function of the 3D World in the Tygron Engine?

When playing a game in the Tygron Engine, a three dimensional (3D) visualization of the game area is rendered. In this 3D world the players can together navigate and perform their stakeholders' actions. The effects of their actions are also instantly visualized, delivering direct visual feedback. When for example a stakeholder's action negatively affects water storage in the game area, floods will occur and be displayed during heavy rain fall.
Tygron Engine 3D World


Elements of the 3D world

The 3D world consists of certain elements. These elements will be shortly explained below, however, for more details, please follow the links for the specific pages of these elements.

Constructions

Main article: Constructions.
Constructions are all the objects that can be build/ placed in the 3D world. They are split in three main groups:
File:3dworld3.jpg
Constructions panel in editor
  1. Standard buildings:
    These constructions are divided in sub groups, such as offices, housing, industry, agriculture, etc.
  2. Landmarks:
    To improve player immersion and recognition, some objects are moddelled from real life landmarks. Examples are renowned constructions such as huge Dutch Delta works, university faculty buildings in Delft, the freedom towers in New York and other large spatial objects.
  3. Roads:
    This group contains all different types of road surfaces, from African dirt roads to high tech Vietnamese Rapid Transit train tracks.

Land

Main article: Land.

Zoning

Main article: Zoning.
The 3D world can be divided in different zones. Each zone can have it's dedicated zoning plan, describing which types of constructions are allowed. The municipality usually has the task to approve building permits according to what is allowed in these zoning plans.

Terrains

Main article: Terrains.

Overlays

Main article: Overlays.

Dike Types

Main article: Dike Types.

Upgrade Types

Main article: Upgrade Types.

How to create a 3D World in the Tygron Engine

Main article: Wizard.
The 3D world can be created through the wizard. In this part of the editor, the user can select the game area, decide to base the game on real data, use custom shape files or start with an empty 3D world after selecting the size of the game area.

How to adjust an already existing 3D World in the Editor

Main article: Editor.
Upon creation of a game, it is possible to adjust the game's 3D world afterwards too: by loading the game back into the editor. It is then possible to replace any of the constructions by any other construction in the engine, or to address any of the other elements of the 3D world; zoning, ownership, behavior and ground price.