Gaming Industry and Manufacturers – Lessons Learned
A lively discussion between experts from BMW, Epic Games, AWS, and NavVis about the gaming industry, and the best practices that can be applied to manufacturing today.
From the NavVis blog by Stuart Nathan.
It’s sometimes said that every century has its characteristic art form. For the 19th century, for example, it was photography. For the 20th, cinema. Many people say that the characteristic art form of the 21st century is the computer game. But art reaches into other areas of society, and computer gaming is now beginning to become an increasingly important tool for the manufacturing industry.
Experts in the fields of manufacturing, gaming, cloud computing and reality capture discussed this trend in a recent webinar, hosted and moderated by Travis Hessman, editor-in-chief of IndustryWeek and sponsored by NavVis.
Building collaborative experiences with real-time interactions
Heiko Wenczel is Head of the Detroit Laboratory of Epic Games, developer of Fortnite, one of the most successful games of the past decade with hundreds of millions of regular players. He points out that gaming has been central to the development of computing almost since its inception.
“Gaming has pushed capabilities for graphics and user interfaces since the earliest days,” Heiko says. Moreover, he adds the sector has been an early adopter of virtually every technology that displays computer information to a user, from color screens to virtual reality headsets, and ways of interfacing between a computer and its user, from keyboard inputs through to trackballs and joysticks to today’s advanced gesture detection. “They all get a nudge to see what they can add to the gaming experience.”
Fortnite and similar games are collaborative experiences, where players interact with each other in real time. They’re based on and developed with software known as engines, which include systems to create and animate realistic 3D graphics, others to ensure that objects in the game behave according to the laws of physics, yet more to translate the user input into an action carried out by the players’ avatars within the game, and modules to handle sound and even haptic feedback to engage the players’ sense of touch.
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