Automatic Geodata Processing Methods for Real-World City Visualizations in Cities: Skylines
The city-building game Cities: Skylines simulates urban-related processes in a visually appealing 3D environment and thus offers interesting possibilities for visualizations of real-world places. Such visualizations could be used for presentation, participation, or education projects. However, the c...
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Format: | Article |
Language: | English |
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MDPI AG
2020-01-01
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Series: | ISPRS International Journal of Geo-Information |
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Online Access: | https://www.mdpi.com/2220-9964/9/1/17 |
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author | Jan Pinos Vit Vozenilek Ondrej Pavlis |
author_facet | Jan Pinos Vit Vozenilek Ondrej Pavlis |
author_sort | Jan Pinos |
collection | DOAJ |
description | The city-building game Cities: Skylines simulates urban-related processes in a visually appealing 3D environment and thus offers interesting possibilities for visualizations of real-world places. Such visualizations could be used for presentation, participation, or education projects. However, the creation process of the game model from geographical data is inaccurate, complicated, and time consuming, thus preventing the wider use of this game for non-entertainment purposes. This paper presents the automatic methods scripted in the Cities: Skylines application programming interface (API) and bundled into a game modification (commonly referred to as a game mod) named GeoSkylines, to create a geographically accurate visualization of real-world places in Cities: Skylines. Based on various geographical data, the presented methods create road and rail networks, tree coverage, water basins, planning zones, buildings, and services. Using these methods, playable models of the cities of Svit (Slovakia) and Olomouc (Czech Republic) were created in the game. The game mod GeoSkylines also provides methods for exporting game objects such as roads, buildings, and zones into a Geographic Information System (GIS) data format that can be processed further. This feature enables the game Cities: Skylines to be utilized as a data collection tool that could be used in redevelopment design projects. |
first_indexed | 2024-12-14T22:47:16Z |
format | Article |
id | doaj.art-8d90cdf5f20c44269b6b530c5714ae3a |
institution | Directory Open Access Journal |
issn | 2220-9964 |
language | English |
last_indexed | 2024-12-14T22:47:16Z |
publishDate | 2020-01-01 |
publisher | MDPI AG |
record_format | Article |
series | ISPRS International Journal of Geo-Information |
spelling | doaj.art-8d90cdf5f20c44269b6b530c5714ae3a2022-12-21T22:44:49ZengMDPI AGISPRS International Journal of Geo-Information2220-99642020-01-01911710.3390/ijgi9010017ijgi9010017Automatic Geodata Processing Methods for Real-World City Visualizations in Cities: SkylinesJan Pinos0Vit Vozenilek1Ondrej Pavlis2Department of Geoinformatics, Faculty of Science, Palacký University Olomouc, 17. listopadu 50, 77146 Olomouc, Czech RepublicDepartment of Geoinformatics, Faculty of Science, Palacký University Olomouc, 17. listopadu 50, 77146 Olomouc, Czech RepublicDepartment of Geoinformatics, Faculty of Science, Palacký University Olomouc, 17. listopadu 50, 77146 Olomouc, Czech RepublicThe city-building game Cities: Skylines simulates urban-related processes in a visually appealing 3D environment and thus offers interesting possibilities for visualizations of real-world places. Such visualizations could be used for presentation, participation, or education projects. However, the creation process of the game model from geographical data is inaccurate, complicated, and time consuming, thus preventing the wider use of this game for non-entertainment purposes. This paper presents the automatic methods scripted in the Cities: Skylines application programming interface (API) and bundled into a game modification (commonly referred to as a game mod) named GeoSkylines, to create a geographically accurate visualization of real-world places in Cities: Skylines. Based on various geographical data, the presented methods create road and rail networks, tree coverage, water basins, planning zones, buildings, and services. Using these methods, playable models of the cities of Svit (Slovakia) and Olomouc (Czech Republic) were created in the game. The game mod GeoSkylines also provides methods for exporting game objects such as roads, buildings, and zones into a Geographic Information System (GIS) data format that can be processed further. This feature enables the game Cities: Skylines to be utilized as a data collection tool that could be used in redevelopment design projects.https://www.mdpi.com/2220-9964/9/1/17geodatavisualizationgame modscity-building gamescities: skylines |
spellingShingle | Jan Pinos Vit Vozenilek Ondrej Pavlis Automatic Geodata Processing Methods for Real-World City Visualizations in Cities: Skylines ISPRS International Journal of Geo-Information geodata visualization game mods city-building games cities: skylines |
title | Automatic Geodata Processing Methods for Real-World City Visualizations in Cities: Skylines |
title_full | Automatic Geodata Processing Methods for Real-World City Visualizations in Cities: Skylines |
title_fullStr | Automatic Geodata Processing Methods for Real-World City Visualizations in Cities: Skylines |
title_full_unstemmed | Automatic Geodata Processing Methods for Real-World City Visualizations in Cities: Skylines |
title_short | Automatic Geodata Processing Methods for Real-World City Visualizations in Cities: Skylines |
title_sort | automatic geodata processing methods for real world city visualizations in cities skylines |
topic | geodata visualization game mods city-building games cities: skylines |
url | https://www.mdpi.com/2220-9964/9/1/17 |
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