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UID:pretalx-qgis-uc2026-78GPSA@talks.osgeo.org
DTSTART;TZID=CET:20261005T160000
DTEND;TZID=CET:20261005T163000
DESCRIPTION:As an archaeo-geomatician using QGIS on a daily basis\, I asked
  myself while drawing the map for an archaeological protohistoric excavati
 on: what if we could give life to this flat blueprint\, digging trenches a
 nd elevating walls and postholes into structures we could wander around? \
 n\nAt the same time\, I was doing this exact job using well-known game cre
 ation systems (GCS) like Unity or Godot for a 3D\, browser-based WebGL ren
 der. I then decided to give my idea a try. The challenge was to create a l
 ightweight\, efficient workflow simple enough for most users to handle. Ch
 oices had to be made\, from the coordinate reference system (CRS) to the o
 utput format of the levels and\, more importantly\, the HTML5 engine desig
 ned to render this data as a 3D\, browsable world.\n\nThe result is a web-
 based tool where uploaded GeoJSON files are interpreted on the fly\, linki
 ng geographical features to 3D assets and table attributes to game trigger
 s and events. On the QGIS side\, native functions and dedicated plugins ca
 n ease environment generation by distributing vegetation or linking height
 maps for a roamable topography.\n\nThis interesting\, open-source use case
  of QGIS aims to merge the best of both the 2D and 3D worlds\, making volu
 metric world creation accessible. This toolkit can come in handy for popul
 arizing work for larger or more specialized audiences\, similar to the way
  Building Information Modeling (BIM) does.
DTSTAMP:20260705T200834Z
LOCATION:Hangar
SUMMARY:From GIS to GCS: Using QGIS as a 3D Video Game Level Designer - Val
 entin Cotta
URL:https://talks.osgeo.org/qgis-uc2026/talk/78GPSA/
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