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Constructing the Simulation Tool
This section will focus on translating the methodologies developed throughout Part 2: Technical Research and integrating them within a game engine. Chapter 3.1 will investigate various types of game engines and the reasoning behind choosing a specific one. Chapter 3.2 will look into the fundamentals of the chosen game engine to establish what is required to create a crowd simulation tool within this new software environment. Chapter 3.3 will be focusing on creating the human agents within this simulation by re-establishing the human systems model that was defined in Chapter 2.3, as well as defining additional considerations and requirements inherent in moving to this new Game Engine software environment. Chapter 3.4 will be establishing different ways of creating various architectural objects that the human agents can interact with, as well as defining some generic base objects within the tool that can be utilized for many project scenarios. Chapter 3.5 will investigate ways to create and import context from both within and outside of the game engine. Chapter 3.6 will define a possible workflow for setting up and utilizing this simulation tool for practical architectural visualization use.