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As
computer game designers struggle to reproduce reality ever
more faithfully for game players, they simultaneously provide
archaeologists and researchers with an inexpensive and effective
tool for real-time three-dimensional reconstructions of ancient
sites. This paper presents the results of recent work examining
the potentials of 3D game rendering engines for the production
of educational and scientific visualisations of ancient sites.
Since games are designed to run on personal computers with
minimal system requirements often far below those required
for many immersive real-time virtual reality environments
they present a resource that can be accessed by many different
users without great expense. In addition, most recent game
engines come packaged with software designed for the creation
of new 'levels' and features. With careful planning, these
tools can be used to create non-game environments that allow
users to experience an archaeological reconstruction by personally
navigating it at their own pace. Following in the footsteps
of recent work at the Martin Centre for Architecture, Cambridge,
which used the QuakeTM engine to produce new architectural
designs, the present work critically appraises the advantages,
disadvantages and utility of this resource for the archaeological
reconstruction of ancient Roman domestic environments.
Key
words: Virtual Reality, Quake III, Roman Housing, Low Technology,
Computer Games
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