This work presents a multimedia pipeline for converting binary legacy game data into interactive 3D archaeological visualisations. Using Wolfenstein 3D (1992) as a case study, the system transforms proprietary binary formats into modern JSON representations and generates optimised 3D scenes in real-time using the Godot engine. This addresses a key challenge in software archaeology: making decades-old digital content accessible to contemporary researchers and the public while maintaining original spatial relationships and interactive potential. Unlike emulation-based preservation, this approach creates platform-independent, future-proof visualisations that evolve with modern multimedia technologies. The system enables exploration of historically significant game spaces through first-person navigation and allows users to observe the conversion process in real-time. This methodology has broader implications for digital humanities, providing a framework for transforming legacy interactive media into accessible educational and research tools.

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A Multimedia Pipeline for Interactive Game Archaeology on the Example of Wolfenstein 3D in Godot Engine

  • Berenika Nawoja Kostka de Sztemberg,
  • Patryk Żywica

摘要

This work presents a multimedia pipeline for converting binary legacy game data into interactive 3D archaeological visualisations. Using Wolfenstein 3D (1992) as a case study, the system transforms proprietary binary formats into modern JSON representations and generates optimised 3D scenes in real-time using the Godot engine. This addresses a key challenge in software archaeology: making decades-old digital content accessible to contemporary researchers and the public while maintaining original spatial relationships and interactive potential. Unlike emulation-based preservation, this approach creates platform-independent, future-proof visualisations that evolve with modern multimedia technologies. The system enables exploration of historically significant game spaces through first-person navigation and allows users to observe the conversion process in real-time. This methodology has broader implications for digital humanities, providing a framework for transforming legacy interactive media into accessible educational and research tools.