Polygon Realm: A Brief History of Graphics, Part Three
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0:03 - 0:07Two dimensions are all very well and good,
but even the earliest game developers yearned -
0:07 - 0:10to extend into the third.
-
0:11 - 0:18The ability to craft a virtual space. The
forging of a polygon realm. -
0:18 - 0:24Of course, with limited hardware it was no
mean feat - early 3D games were burdened with -
0:24 - 0:26heavy compromise.
-
0:26 - 0:32The very first were limited to wireframe representations
- and although simple, games like Atari's -
0:32 - 0:39Battlezone could paint an immersive scene
with just a few vector lines. -
0:38 - 0:43Similar tech was used to great effect in 1983's
Star Wars Arcade: putting the player in the -
0:44 - 0:50pilot seat of an X-Wing to recreate the attack
on the Death Star, complete with trench run. -
0:50 - 0:54Even the 8-bit home micros managed to get
in on the wireframe action: space trader Elite's -
0:55 - 1:02visuals might have been spartan, but the game
offered a huge swathe of space to explore. -
1:03 - 1:09The next logical step from wireframe polygons
was to fill them with flat shading: a simple -
1:09 - 1:13effect, but still tricky to achieve on early
systems without dropping the frame rate to -
1:13 - 1:15unacceptable levels.
-
1:16 - 1:21The very first flat-shaded polygonal game
was arcade title I, Robot all the way back -
1:21 - 1:23in 1983.
-
1:23 - 1:29It was definitely ahead of its time, but a
new paradigm is a tough sell, and the game -
1:29 - 1:32would not prove a financial success.
-
1:32 - 1:36The advanced hardware needed for 3D games
and the decline in arcade interest over the -
1:37 - 1:42next few years rendered them prohibitively
expensive - so it wouldn't be until the end -
1:42 - 1:46of the decade that 3D games would become more
prevalent. -
1:46 - 1:51As home computers became more powerful, certain
genres would embrace flat-shaded polygons: -
1:52 - 1:57a trademark of early flight simulators, which
valued full freedom of movement over arcade -
1:57 - 2:00action or graphical detail.
-
2:00 - 2:05Some driving games employed this technique,
too: Geoff Crammond's Stunt Car Racer in 1989 -
2:05 - 2:12had you driving at breakneck speed round a
fanciful track complete with three dimensions. -
2:13 - 2:19Not content with dull flat-shading, some turned
to hardware tricks to simulate 3D worlds: -
2:19 - 2:25and the Super NES' Mode 7 could be considered
a rudimentary form of texture mapping. -
2:25 - 2:31It was only a half-measure, but an ideal way
to introduce a 3D feel to classic 2D action: -
2:32 - 2:36and games like Super Mario Kart maintained
a healthy frame rate while still giving the -
2:36 - 2:39illusion of into-the-screen racing.
-
2:40 - 2:47The SuperFX coprocessor included in carts
like Star Fox enabled polygonal 3D graphics, -
2:47 - 2:51blended with sprite scaling effects and other
2D elements. -
2:52 - 2:57Offloading graphics onto another processor
would prove a useful technique in the future: -
2:56 - 3:01but some machines would rely on sheer grunt
instead. -
3:01 - 3:06IBM-compatible PCs had the benefit of a modular
design - along with a price point far aloft -
3:07 - 3:10from console hardware.
-
3:09 - 3:14This meant that by the early 90s, they could
start to push graphical boundaries. -
3:15 - 3:22However, early PC games could be pretty ugly:
4-colour CGA and 16-colour EGA modes often -
3:23 - 3:27left games with a distinctive, simple look.
-
3:26 - 3:33VGA graphics were a step up, offering 256
colours with far more nuance and a break from -
3:34 - 3:37unnaturally bright shades.
-
3:38 - 3:43Early PC titles would sometimes make use of
prerendered backgrounds - games like Alone -
3:43 - 3:48In The Dark reserved polygons only for the
player and enemies, with the remainder of -
3:48 - 3:51the world painted as a bitmap.
-
3:51 - 3:55This technique is a useful one for preserving
limited graphical power: instead of rendering -
3:56 - 4:03a full 3D scene, you can instead divert attention
to more detailed character models. -
4:03 - 4:08Some early games were more ambitious, taking
a first-person perspective instead of a fixed -
4:08 - 4:10camera view.
-
4:09 - 4:15Ultima Underworld: The Stygian Abyss was an
impressive game that took RPGs into the third -
4:15 - 4:22dimension - and in turn would influence the
rise of the first person shooter. -
4:22 - 4:27One technique that made early texture-mapped
games viable was raycasting. -
4:28 - 4:32It's an efficient approach to scene rendering
that focusses solely on what the player can -
4:32 - 4:39see, and when combined with simple level geometry
can be made quite performant. -
4:39 - 4:45Wolfenstein 3D's levels were built on a simple
square grid, all on a single level: this meant -
4:45 - 4:49that the walls could be fully texture mapped,
while the game remained playable even on a -
4:50 - 4:52modest PC.
-
4:52 - 4:57Wolfenstein is the grandfather of 3D shooters,
but in terms of overall impact: Doom was the -
4:58 - 5:00daddy.
-
5:00 - 5:04Building on the Wolfenstein engine, Doom extended
its featureset to permit levels with more -
5:04 - 5:10organic design: no more fixed grid maps, the
addition of variable lighting, and elements -
5:11 - 5:14at different elevations.
-
5:14 - 5:20As a result, Doom was more atmospheric, its
locations more believable - and paired with -
5:20 - 5:23high-octane action it proved quite the success.
-
5:23 - 5:30It inspired a huge number of clones, and paved
the way for the FPS genre as we know it today. -
5:33 - 5:38Many of these early games were reliant on
tricks to simulate a 3D world - limited geometry, -
5:39 - 5:42the use of sprites - or other time-saving
hacks. -
5:42 - 5:47True texture-mapped 3D games required a great
deal of processing power, and so it wasn't -
5:48 - 5:54really until the second half of the 1990s
that such games took hold. -
5:53 - 5:58Vanguards of hardware, the arcades led the
way with titles like Ridge Racer: although -
5:59 - 6:05dated today, at the time it was universally
praised for its sound and graphics. -
6:05 - 6:09Treading in the arcade's footsteps, the fifth
generation of consoles could more confidently -
6:09 - 6:15tackle full 3D graphics, and so platforms
like the PlayStation and Nintendo 64 saw the -
6:16 - 6:18rise of the polygon within a home setting.
-
6:19 - 6:26Super Mario 64 transplanted the previously-planar
plumber into a colourful 3D world: and would -
6:25 - 6:29prove to be arguably the first successful
3D platform game. -
6:30 - 6:34It blended the finest elements and charm of
previous Mario titles with new technology -
6:35 - 6:41- full freedom of movement and a dynamic camera
system that permitted exploration without -
6:41 - 6:43frustration.
-
6:44 - 6:49The PlayStation had its own 3D platforming
heroes, with games like Crash Bandicoot: and -
6:49 - 6:53despite the low-polygon count afforded by
the hardware, its characters are expressive -
6:54 - 6:57and its artstyle charming.
-
6:57 - 7:03These games were not only technically impressive
- they were fun to play: true 3D games were -
7:03 - 7:10a novelty no more, and instead an integral
part of mainstream gaming. -
7:10 - 7:14While console hardware arrives in discrete
generations, the pace of PC development is -
7:15 - 7:21continuous: and with the popularity of PC
gaming post-Doom, there was no shortage of -
7:21 - 7:233D titles.
-
7:24 - 7:27Magic Carpet was an interesting attempt at
transplanting Bullfrog's earlier god-game -
7:28 - 7:31formula into a third-person perspective.
-
7:32 - 7:36Hugely impressive from a technical perspective,
although its gameplay was slightly lacking -
7:36 - 7:41and was otherwise overshadowed by more conventional
games of the era. -
7:41 - 7:45Descent was notable for its six degrees of
movement, permitting full exploration of its -
7:46 - 7:48maze-like mines.
-
7:48 - 7:54A peculiar blend of space shooter and Doom
clone, it stands as an important example of -
7:54 - 8:01early software rendering - full 3D without
shortcuts or compromise. -
8:02 - 8:07Id software were prime innovators within the
PC gaming space: and not content with the -
8:07 - 8:11countless clones their creations spawned,
they set the bar even higher with the release -
8:11 - 8:12of Quake.
-
8:13 - 8:18Quake was very much a true 3D game: gone were
the sprites and lack of vertical aiming of -
8:19 - 8:25Doom, replaced with polygonal enemies, weapon
viewmodels and biaxial aiming. -
8:25 - 8:32Quake, in all its brown-hued lovecraftian
glory, was a prelude to the next wave of 3D -
8:32 - 8:35graphics development.
-
8:35 - 8:41One final footnote worth a mention are voxels:
volumetric pixels, an alternate approach to -
8:42 - 8:44polygon construction.
-
8:44 - 8:50Instead of triangular faces, objects are built
from 3D pixels: essentially building blocks, -
8:50 - 8:52in a manner similar to Minecraft.
-
8:52 - 8:58Ideal for carving out terrain from heightmaps,
games like Delta Force and Outcast are an -
8:58 - 9:01interesting example of what would prove to
be an evolutionary dead-end. -
9:02 - 9:09Although voxels showed some promise, any progress
was nipped in the bud by the rise of 3D acceleration. -
9:12 - 9:16With dedicated hardware games now had the
power to construct smooth and detailed worlds -
9:17 - 9:19without compromise.
-
9:19 - 9:26The magic of hardware acceleration was about
to unfold. -
9:28 - 9:35Join me in part four, as the pace of 3D technology
quickens and we near our approach to the modern -
9:35 - 9:36era.
-
9:36 - 9:37Until 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/xboxahoyBetter yet, join me on Reddit for behind-the-scenes content discussion:
http://www.reddit.com/r/xboxahoy - Video Language:
- English
- Duration:
- 09:54
Caio Marchi Gomes do Amaral edited English subtitles for Polygon Realm: A Brief History of Graphics, Part Three |