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===Video games=== Recent simulation racing games such as ''[[rFactor Pro]]'', ''[[iRacing]]'', ''[[Assetto Corsa]]'' and ''[[Project CARS]]'' increasingly feature race tracks reproduced from 3-D point clouds acquired through lidar surveys, resulting in surfaces replicated with centimeter or millimeter precision in the in-game 3-D environment.<ref>{{Cite web|date=2011-07-15|title=rFactor Pro - Laser Scanning Heaven|url=https://www.virtualr.net/rfactor-pro-laser-scanning-heaven|access-date=2020-06-04|website=VirtualR.net - 100% Independent Sim Racing News}}</ref><ref>{{Cite web|last=Marsh|first=William|date=2017-06-30|title=rFactor Pro Shows off LIDAR Scanned Hungaroring|url=https://simracingpaddock.com/rfactor2/rfactor-pro-shows-off-lidar-scanned-hungaroring/|access-date=2020-06-04|website=Sim Racing Paddock}}</ref><ref>{{Cite web|date=2017-02-08|title=New Tracks in Project CARS 2 Were Laser-Scanned With Drones|url=https://www.gtplanet.net/new-tracks-in-project-cars-2-were-laser-scanned-with-drones/|access-date=2020-06-04|website=GTPlanet}}</ref> The 2017 exploration game ''[[Scanner Sombre]]'', by [[Introversion Software]], uses lidar as a fundamental game mechanic. In ''[[Build the Earth]]'', lidar is used to create accurate renders of terrain in ''[[Minecraft]]'' to account for any errors (mainly regarding elevation) in the default generation. The process of rendering terrain into Build the Earth is limited by the amount of data available in region as well as the speed it takes to convert the file into block data.
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