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Talks and Poster Presentations (with Proceedings-Entry):

J. Hoog:
"Playing Architecture with Architecture_Engine_1.0";
Talk: 9th Generative Art 2006 International Conference, Milan, Italy; 12-13-2006 - 12-15-2006; in: "Proceedings of the 9th Generative Art Conference 2006", DIAP, Politecnico di Milano University, Milano (2006), 110 - 118.



English abstract:
Architecture_Engine_1.0 is a software game installation. It´s a computer game, where the player acts in a 3d virtual environment, like in a first-person-view game (ego-shooter). The focus of my thesis is to show how a game engine can be used in the architectural design process. In contrast to modifying computer games (modding) or using them as fast real-time rendering machines, I want to stress the possibility within game engines to run self programmed scripts (behaviour) in a programming language.
In the game Architecture_Engine_1.0, the player starts as a human being in the ego-perspective within a virtual space, where four objects act and react to him and to each other. The architect can take the role of the player or even of an object. Four simple cubes always `know´ where the player is and follow him. The player is pressed for time, because he is loosing time-credits every five seconds and only in doing something he can get time-credits back. The result is a reactive three dimensional virtual architecture, within which the player can interact in runtime.
The process of an architectural design task is divided in two parts. The first one (design-time) is to break down the specific design task into rules and to define the environmental conditions of the virtual space, i.e. gravity, size, time, goal of the game, perspective of the user etc. (That is a very useful way for an architect to handle the resources, the time management, the planning regulations and the budget in a project.) In the second part (runtime) the architect now becomes the player; he tries to win his own game, he can influence the spatial events, and according to the possibilities of a game engine he can be the user or even the architectural object itself. The architect becomes part of an infinite, generative, and reactive game.
The result is always different and unpredictable, even if the basic rules are very simple. The possibility to change the perspective in the game, which means to become even the architecture itself, really changes the definition of an architect: Play architecture before the game is over!

Keywords:
Generative Design, Game Engine, Virtual Architecture


Electronic version of the publication:
http://publik.tuwien.ac.at/files/pub-ar_8186.pdf


Created from the Publication Database of the Vienna University of Technology.