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Polygon Realm: A Brief History of Graphics, Part Three

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    Two dimensions are all very well and good,
    but even the earliest game developers yearned
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    to extend into the third.
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    The ability to craft a virtual space. The
    forging of a polygon realm.
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    Of course, with limited hardware it was no
    mean feat - early 3D games were burdened with
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    heavy compromise.
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    The very first were limited to wireframe representations
    - and although simple, games like Atari's
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    Battlezone could paint an immersive scene
    with just a few vector lines.
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    Similar tech was used to great effect in 1983's
    Star Wars Arcade: putting the player in the
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    pilot seat of an X-Wing to recreate the attack
    on the Death Star, complete with trench run.
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    Even the 8-bit home micros managed to get
    in on the wireframe action: space trader Elite's
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    visuals might have been spartan, but the game
    offered a huge swathe of space to explore.
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    The next logical step from wireframe polygons
    was to fill them with flat shading: a simple
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    effect, but still tricky to achieve on early
    systems without dropping the frame rate to
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    unacceptable levels.
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    The very first flat-shaded polygonal game
    was arcade title I, Robot all the way back
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    in 1983.
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    It was definitely ahead of its time, but a
    new paradigm is a tough sell, and the game
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    would not prove a financial success.
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    The advanced hardware needed for 3D games
    and the decline in arcade interest over the
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    next few years rendered them prohibitively
    expensive - so it wouldn't be until the end
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    of the decade that 3D games would become more
    prevalent.
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    As home computers became more powerful, certain
    genres would embrace flat-shaded polygons:
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    a trademark of early flight simulators, which
    valued full freedom of movement over arcade
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    action or graphical detail.
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    Some driving games employed this technique,
    too: Geoff Crammond's Stunt Car Racer in 1989
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    had you driving at breakneck speed round a
    fanciful track complete with three dimensions.
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    Not content with dull flat-shading, some turned
    to hardware tricks to simulate 3D worlds:
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    and the Super NES' Mode 7 could be considered
    a rudimentary form of texture mapping.
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    It was only a half-measure, but an ideal way
    to introduce a 3D feel to classic 2D action:
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    and games like Super Mario Kart maintained
    a healthy frame rate while still giving the
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    illusion of into-the-screen racing.
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    The SuperFX coprocessor included in carts
    like Star Fox enabled polygonal 3D graphics,
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    blended with sprite scaling effects and other
    2D elements.
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    Offloading graphics onto another processor
    would prove a useful technique in the future:
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    but some machines would rely on sheer grunt
    instead.
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    IBM-compatible PCs had the benefit of a modular
    design - along with a price point far aloft
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    from console hardware.
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    This meant that by the early 90s, they could
    start to push graphical boundaries.
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    However, early PC games could be pretty ugly:
    4-colour CGA and 16-colour EGA modes often
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    left games with a distinctive, simple look.
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    VGA graphics were a step up, offering 256
    colours with far more nuance and a break from
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    unnaturally bright shades.
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    Early PC titles would sometimes make use of
    prerendered backgrounds - games like Alone
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    In The Dark reserved polygons only for the
    player and enemies, with the remainder of
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    the world painted as a bitmap.
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    This technique is a useful one for preserving
    limited graphical power: instead of rendering
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    a full 3D scene, you can instead divert attention
    to more detailed character models.
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    Some early games were more ambitious, taking
    a first-person perspective instead of a fixed
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    camera view.
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    Ultima Underworld: The Stygian Abyss was an
    impressive game that took RPGs into the third
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    dimension - and in turn would influence the
    rise of the first person shooter.
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    One technique that made early texture-mapped
    games viable was raycasting.
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    It's an efficient approach to scene rendering
    that focusses solely on what the player can
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    see, and when combined with simple level geometry
    can be made quite performant.
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    Wolfenstein 3D's levels were built on a simple
    square grid, all on a single level: this meant
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    that the walls could be fully texture mapped,
    while the game remained playable even on a
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    modest PC.
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    Wolfenstein is the grandfather of 3D shooters,
    but in terms of overall impact: Doom was the
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    daddy.
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    Building on the Wolfenstein engine, Doom extended
    its featureset to permit levels with more
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    organic design: no more fixed grid maps, the
    addition of variable lighting, and elements
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    at different elevations.
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    As a result, Doom was more atmospheric, its
    locations more believable - and paired with
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    high-octane action it proved quite the success.
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    It inspired a huge number of clones, and paved
    the way for the FPS genre as we know it today.
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    Many of these early games were reliant on
    tricks to simulate a 3D world - limited geometry,
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    the use of sprites - or other time-saving
    hacks.
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    True texture-mapped 3D games required a great
    deal of processing power, and so it wasn't
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    really until the second half of the 1990s
    that such games took hold.
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    Vanguards of hardware, the arcades led the
    way with titles like Ridge Racer: although
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    dated today, at the time it was universally
    praised for its sound and graphics.
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    Treading in the arcade's footsteps, the fifth
    generation of consoles could more confidently
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    tackle full 3D graphics, and so platforms
    like the PlayStation and Nintendo 64 saw the
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    rise of the polygon within a home setting.
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    Super Mario 64 transplanted the previously-planar
    plumber into a colourful 3D world: and would
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    prove to be arguably the first successful
    3D platform game.
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    It blended the finest elements and charm of
    previous Mario titles with new technology
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    - full freedom of movement and a dynamic camera
    system that permitted exploration without
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    frustration.
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    The PlayStation had its own 3D platforming
    heroes, with games like Crash Bandicoot: and
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    despite the low-polygon count afforded by
    the hardware, its characters are expressive
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    and its artstyle charming.
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    These games were not only technically impressive
    - they were fun to play: true 3D games were
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    a novelty no more, and instead an integral
    part of mainstream gaming.
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    While console hardware arrives in discrete
    generations, the pace of PC development is
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    continuous: and with the popularity of PC
    gaming post-Doom, there was no shortage of
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    3D titles.
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    Magic Carpet was an interesting attempt at
    transplanting Bullfrog's earlier god-game
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    formula into a third-person perspective.
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    Hugely impressive from a technical perspective,
    although its gameplay was slightly lacking
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    and was otherwise overshadowed by more conventional
    games of the era.
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    Descent was notable for its six degrees of
    movement, permitting full exploration of its
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    maze-like mines.
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    A peculiar blend of space shooter and Doom
    clone, it stands as an important example of
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    early software rendering - full 3D without
    shortcuts or compromise.
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    Id software were prime innovators within the
    PC gaming space: and not content with the
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    countless clones their creations spawned,
    they set the bar even higher with the release
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    of Quake.
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    Quake was very much a true 3D game: gone were
    the sprites and lack of vertical aiming of
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    Doom, replaced with polygonal enemies, weapon
    viewmodels and biaxial aiming.
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    Quake, in all its brown-hued lovecraftian
    glory, was a prelude to the next wave of 3D
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    graphics development.
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    One final footnote worth a mention are voxels:
    volumetric pixels, an alternate approach to
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    polygon construction.
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    Instead of triangular faces, objects are built
    from 3D pixels: essentially building blocks,
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    in a manner similar to Minecraft.
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    Ideal for carving out terrain from heightmaps,
    games like Delta Force and Outcast are an
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    interesting example of what would prove to
    be an evolutionary dead-end.
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    Although voxels showed some promise, any progress
    was nipped in the bud by the rise of 3D acceleration.
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    With dedicated hardware games now had the
    power to construct smooth and detailed worlds
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    without compromise.
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    The magic of hardware acceleration was about
    to unfold.
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    Join me in part four, as the pace of 3D technology
    quickens and we near our approach to the modern
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    era.
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    Until then, farewell.
Title:
Polygon Realm: A Brief History of Graphics, Part Three
Description:

Third of a five part series. Playlist: http://goo.gl/ilCrn5
◄ First part: http://youtu.be/dzN2pgL0zeg
Part four to follow tomorrow, 4pm GMT.

Question? Email me: stu@rtbrown.org
Or ask on Twitter: http://twitter.com/xboxahoy

Better yet, join me on Reddit for behind-the-scenes content discussion:
http://www.reddit.com/r/xboxahoy

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Video Language:
English
Duration:
09:54

English subtitles

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