Introduction

Software can be used to generate a moving image sequence in real-time from 3D data sources. As frames are generated in real-time, this can be dynamic and/or interactive. This can be contrasted with video, where frames are encoded and played back linearly.

Existing software frameworks and tools are typically used as a starting point for development of 3D software, from which a distributable form of the software is generated. Development for desktop or mobile applications is typically using a game engine. This can result in builds supporting different platforms e.g. desktop, mobile, web. Development for the web may involve the use of web frameworks like Three.jsarrow-up-right and A-Framearrow-up-right.

Assessing 3D Software

3D Software involves the use of software to dynamically generate a moving image sequence from 3D data and code. The real-time nature of the process means that the moving image sequence can be dynamic and responsive to user interaction. In practice, the technologies used here are often very similar to those involved in the creation of video games e.g. game engines, 3D modelling.

Assessing 3D software involves identifying how it was made and how it can be accessed:

  • What tools were used in its creation and why were these chosen? e.g. game engines, development frameworks, version control

  • If a game engine was used:

    • Is the specific engine version important?

    • Was the engine modified in any way? e.g. plugins, rebuilt from source

    • Is the game engine (and any external dependencies required to run it) still accessible and supported by developer?

    • Can executable software still be built from engine project in a contemporary computing environment? This may take some effort to achieve but is a very valuable learning experience and indicates you have everything you need to maintain the software.

  • What kinds of asset were used? e.g. custom made, third-party licenced

    • What tools were used to create the assets? e.g. 3D modelling, texturing, photogrammetry, animation/rigging

  • How were any audio elements designed? Is sound dynamically triggered or from linear playback source?

  • How compatible is the software with contemporary XR platforms? This will depend on how support has been built into the software during creation and how it has been distributed/displayed in the past e.g.

    • Was the software developed to run on a specific computing platform? e.g. Windows PC, Mac OS, Android, web platforms (A-Frame, Three.js) etc.

    • Was the software developed to run with a specific XR hardware platform? e.g. Oculus, SteamVR etc.

    • Does it make use of any external resources? e.g. additional software (e.g. Max); resources accessed via the internet etc.

  • Are source materials available and how complex would these be to meaningfully preserve?

    • What tools are needed to build the project from source materials as a standalone app/executable/webpage?

    • Could source materials be modified to update the software?

  • Has documentation of the experience been supplied? If not, can it be created? e.g. fixed-perspective video capture, 360-degree video capture, installation photographs/video

Acquisition Checklist

The following measures can help support long-term access to 3D software and prepare for future preservation interventions:

  • Archive a copy of the executable software (ideally supporting as many operating systems and XR runtimes as possible).

  • Identify, gather and test the dependencies required to access the executable software (e.g. operating systems, libraries, XR runtime, drivers).

  • Archive a copy of the source materials (be it code or an engine project) and dependencies required to build the project β€” see Software Archiving Guides.

  • Identify, gather and test dependencies required to access source materials.

  • Source or create documentation of the software running.

Further Reading

US Library of Congress Recommended Formats Statement: Software and Video Gamesarrow-up-right

Preserving 3D. Data Type Series. Artefactual Systems and the Digital Preservation Coalition. July 2021arrow-up-right

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