Q3SRCVIS

Abstract & Motivation
Background
Theory
Design
Implementation
Usage Example
Evaluation
Conclusion
References



BACK TO Publications

Information Visualisation utilising
3D Computer Game Engines

Case Study: A source code comprehension tool

By Blazej Kot; Project supervised by: Burkhard Wuensche, John Hosking, John Grundy

References

  1. Moloney, J, Amor, R., Furness, J., and Moores, B. Design Critique Inside a Multi-Player Game Engine, Proceedings of the CIB W78 Conference on IT in Construction, Auckland, New Zealand.
  2. Manojlovich, J., Prasithsangaree, P., Hughes, S., Chen, J. and Lewis, M. UTSAF: A Multi-Agent-Based Framework for Supporting Military-Based Distributed Interactive Simulations in 3D Virtual Environments, Proceedings of the 2003 Winter Simulation Conference, New Orleans, LA.
  3. Herwig, A., Paar, P. Game Engines: Tools for Landscape Visualization and Planning?, Trends in GIS and Virtualization in Environmental Planning and Design, 2002.
  4. Chao, D., Doom as an Interface for Process Management, SIGCHI'01, Seattle, WA, USA.
  5. Heckenberg, S.G., Herbert, R.D. and Webber, R. (2004). Visualisation of the Minority Game Using a Mod. In Proc. Australasian Symposium on Information Visualisation, (invis.au'04), Christchurch, New Zealand. Conferences in Research and Practice in Information Technology, 35. Churcher, N. and Churcher, C., Eds., ACS. 157-163.
  6. Age of Empires II, www.microsoft.com/games/age2/
  7. World of Warcraft, www.worldofwarcraft.com
  8. OGRE Object-oriented Graphics Rendering Engine, www.ogre3d.org
  9. Crystal Space 3D, crystal.sourceforge.net
  10. Irrlicht Engine - A free open source 3d engine, irrlicht.sourceforge.net
  11. GarageGames, www.garagegames.com
  12. feshmeat.net project reviews Irrlicht, freshmeat.net/articles/view/1182/irrlichht
  13. The Nebula Device 2, nebuladevice.cubik.org
  14. OpenSceneGraph, www.openscenegraph.org
  15. OpenSG Home, www.opensg.org
  16. id Software, www.idsoftware.com
  17. valve corporation, www.valvesoftware.com
  18. Epic Games, www.epicgames.com
  19. John Carmack’s Blog, www.armadilloaerospace.com/n.x/johnc/Recent Updates
  20. Quake III: Arena, baseq3 mod commentary, www.icculus.org/~phaethon/q3mc/q3mc.html
  21. Code3Arena www.planetquake.com/code3arena/
  22. Gagnon, D. Videogames and Spatial Skills: An Exploratory Study. Educational Communication and Technology 33, 4, 263-275, 1985.
  23. Vicente, K., Hayes, B. and Williges, R. Assaying and Isolating Individual Differences in Searching a Hierarchical File System. Human Factors 29, 3, 349-359, 1987.
  24. Leitheiser, B. and Munro, D. An Experimental Study of the Relationship Between Spatial Ability and the Learning of a Graphical User Interface. In Proceedings of the Inaugural Americas Conference on Information Systems, 1995.
  25. Cockburn, Andy & McKenzie, Bruce, Evaluating the Effectiveness of Spatial Memory in 2D and 3D Physical and Virtual Environments. Spatial Cognition, Apr2002, Volume No. 4, Issue No. 1, p203-210.
  26. Andrian Marcus, Louis Feng, Jonathan I. Maletic, 3D representations for software visualization. Proc. 2003 ACM Symp on Software Visualization
  27. Ball, T. and Eick, S. 1996. Software Visualization in the Large. Computer, vol. 29, no. 4, April, pp. 33-43.
  28. Loe M. G. Feijs, Roel de Jong: 3D Visualization of Software Architectures. Commun. ACM 41(12): 72-78 (1998)
  29. Thomas Panas, Rebecca Berrigan, John Grundy, A 3D Metaphor for Software Production Visualization, Seventh International Conference on Information Visualization (IV'03) London, England July 16 - 18, 2003 p. 314
  30. Doxygen, www.doxygen.org
  31. PlanetQuake Quake 3 Mod Making Forum, www.forumplanet.com/planetquake/forum.asp?fid=2259
  32. The gzip homepage, www.gzip.org

Acknowledgements:

I would like to thank:

  • The Faculty of Science of the University of Auckland for the funding for this project.
  • Burkhard Wuensche, John Hosking and John Grundy for their supervision and guidance.
  • Burkhard Wuensche for the idea on which this project is based.
  • idSoftware for Quake 3.
  • The Code3Arena team and phaethon for their helpful articles about Quake 3 Modding.
  • The PlanetQuake Quake 3 Modding forum community, especially AnthonyJ and ^misantropia^ for their helpful and prompt replies.
  • The doxygen team.
  • The gzip team for the sample code to use in the demo.