Comparison of Flow Path Mapping Between Unreal Engine and ArcGIS: The Potential Role for Game Engines in GIScience
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Date
2025-07-09
Authors
Advisor
Robinson, Derek
Journal Title
Journal ISSN
Volume Title
Publisher
University of Waterloo
Abstract
Advances in the videogame industry, particularly game engines, offer promising,
unconventional tools for processing spatial data and representing complex geographical
processes through integrated physics. This thesis explores the potential of using Unreal Engine
(UE) as a multi-disciplinary platform for combining simulation models from the field of
Computational Fluid Dynamics (CFD) with GIS. We present a case study implementing a fluid
simulation workflow using Smoothed Particle Hydrodynamics (SPH) and quantitatively
compare its results to conventional flowpath mapping methods (D8). A multi-spatial resolution
raster comparison revealed that the UE model produced flow paths with a similar length to
traditional methods, but with fine-scale disagreements on where flow occurs. The vector path
analysis found that the UE model produced more but shorter paths than the D8. The comparison
highlights the viability of game engines for dynamic simulation and suggests extensions to
broader geocomputation applications such as erosion modelling. Moreover, this research
demonstrates how leveraging game engine capabilities can contribute to a more integrative
evolution of GIScience.
Description
Keywords
GIScience, Game Engine, GIS, Environment Modelling, NATURAL SCIENCES::Earth sciences::Atmosphere and hydrosphere sciences::Hydrology, Unreal Engine