Subsequent to these stages, two different methods were envisaged. First, dramatic animations with scripts
containing characters from the models obtained, different routes, and different viewpoints were produced. In
addition to the presentation of animation, other method considered was to write the obtained model city into a
real-time “game engine.” It was thought that the game engine would ensure a simultaneous rendering from the
model. Thanks to this, within the ancient town, the user and researcher will be able to travel in the route that
he/she wishes.
In Scenario I, the envisaged animations were obtained. It was considered that such images can be used for
educational, promotional, and research-based purposes. To that end, the animations were recorded in DVD
format by adding an introductory interface. Other method applied as Scenario II is the use of a game engine. In
these render engines written in C++ computer language, all the graphics must be written into the engine
mathematically. It is thought that subsequent to the required literature study and researches, a render engine with
an open source code will be used. With the use of the game engine, the user or researcher will be able to go to
any desired point within the ancient city. Thanks to the software feature, it is possible to have simultaneous
render images depending on the camera. In this way, a unique wealth of images will be provided.
All the 2D drawings and maps produced prior to the modeling were presented to the project group and experts
not included in the project. All the data prepared were selected through the decisions of this experts’ group.
Making a decision on the locations and places that will be modeled, the time periods were determined in this
stage. Also, by determining the characters that will be produced, decision was made regarding their dialogues and
scenarios.