That's just bonkers. So much writing on the walls! I wish the navigation was a little more like a FPS and less like Myst III, but I had to keep reminding myself: this isn't some level designer from 2000's, this is an actual tomb designer vision from 5000 years ago. Just bizarre. I wonder what it would look like illuminated by torchlight.
In case you missed it - you can switch from the default streetview/Myst-like interactions to "dollhouse" mode and fly through with WASD/mouse/arrow keys. Not exactly FPS controls but closer. However, the gaps in the data are much more apparent that way.
The gamer in me is a little disappointed by the real thing. I'm imagining Lara Croft walking down this corridor, and then, turning around and walking right back out.
I wonder why it isn't more like an FPS. I understand there's more modelling work involved, but it would totally rock. Imagine if advanced engines like Unreal were put to work for this kind of things instead of just for games.
It does but in the first person view it looks like it's doing the Google Streetview thing where you have waypoints of 360-degree camera shots mapped onto the 3D model rather than one generated solid 3D model. I'm guessing it's because the texture mapping would be tricky to get at high resolution but still work on most machines or something like that.