0:00:03.060,0:00:07.620 Two dimensions are all very well and good,[br]but even the earliest game developers yearned 0:00:07.620,0:00:10.549 to extend into the third. 0:00:10.549,0:00:17.549 The ability to craft a virtual space. The[br]forging of a polygon realm. 0:00:18.410,0:00:23.939 Of course, with limited hardware it was no[br]mean feat - early 3D games were burdened with 0:00:23.939,0:00:26.400 heavy compromise. 0:00:26.400,0:00:32.119 The very first were limited to wireframe representations[br]- and although simple, games like Atari's 0:00:32.119,0:00:38.640 Battlezone could paint an immersive scene[br]with just a few vector lines. 0:00:38.640,0:00:44.330 Similar tech was used to great effect in 1983's[br]Star Wars Arcade: putting the player in the 0:00:44.330,0:00:50.460 pilot seat of an X-Wing to recreate the attack[br]on the Death Star, complete with trench run. 0:00:50.460,0:00:55.250 Even the 8-bit home micros managed to get[br]in on the wireframe action: space trader Elite's 0:00:55.250,0:01:02.250 visuals might have been spartan, but the game[br]offered a huge swathe of space to explore. 0:01:03.120,0:01:09.140 The next logical step from wireframe polygons[br]was to fill them with flat shading: a simple 0:01:09.140,0:01:13.149 effect, but still tricky to achieve on early[br]systems without dropping the frame rate to 0:01:13.149,0:01:15.939 unacceptable levels. 0:01:15.939,0:01:21.020 The very first flat-shaded polygonal game[br]was arcade title I, Robot all the way back 0:01:21.020,0:01:23.499 in 1983. 0:01:23.499,0:01:28.689 It was definitely ahead of its time, but a[br]new paradigm is a tough sell, and the game 0:01:28.689,0:01:32.259 would not prove a financial success. 0:01:32.259,0:01:36.719 The advanced hardware needed for 3D games[br]and the decline in arcade interest over the 0:01:36.719,0:01:42.060 next few years rendered them prohibitively[br]expensive - so it wouldn't be until the end 0:01:42.060,0:01:46.490 of the decade that 3D games would become more[br]prevalent. 0:01:46.490,0:01:51.539 As home computers became more powerful, certain[br]genres would embrace flat-shaded polygons: 0:01:51.539,0:01:57.100 a trademark of early flight simulators, which[br]valued full freedom of movement over arcade 0:01:57.100,0:02:00.359 action or graphical detail. 0:02:00.359,0:02:05.499 Some driving games employed this technique,[br]too: Geoff Crammond's Stunt Car Racer in 1989 0:02:05.499,0:02:12.499 had you driving at breakneck speed round a[br]fanciful track complete with three dimensions. 0:02:13.120,0:02:19.260 Not content with dull flat-shading, some turned[br]to hardware tricks to simulate 3D worlds: 0:02:19.260,0:02:25.360 and the Super NES' Mode 7 could be considered[br]a rudimentary form of texture mapping. 0:02:25.360,0:02:32.150 It was only a half-measure, but an ideal way[br]to introduce a 3D feel to classic 2D action: 0:02:32.150,0:02:36.620 and games like Super Mario Kart maintained[br]a healthy frame rate while still giving the 0:02:36.620,0:02:40.610 illusion of into-the-screen racing. 0:02:40.610,0:02:47.409 The SuperFX coprocessor included in carts[br]like Star Fox enabled polygonal 3D graphics, 0:02:47.409,0:02:51.879 blended with sprite scaling effects and other[br]2D elements. 0:02:51.879,0:02:56.590 Offloading graphics onto another processor[br]would prove a useful technique in the future: 0:02:56.590,0:03:01.750 but some machines would rely on sheer grunt[br]instead. 0:03:01.750,0:03:07.069 IBM-compatible PCs had the benefit of a modular[br]design - along with a price point far aloft 0:03:07.069,0:03:09.790 from console hardware. 0:03:09.790,0:03:14.969 This meant that by the early 90s, they could[br]start to push graphical boundaries. 0:03:14.969,0:03:21.969 However, early PC games could be pretty ugly:[br]4-colour CGA and 16-colour EGA modes often 0:03:23.159,0:03:26.590 left games with a distinctive, simple look. 0:03:26.590,0:03:33.590 VGA graphics were a step up, offering 256[br]colours with far more nuance and a break from 0:03:34.200,0:03:37.689 unnaturally bright shades. 0:03:37.689,0:03:43.069 Early PC titles would sometimes make use of[br]prerendered backgrounds - games like Alone 0:03:43.069,0:03:48.250 In The Dark reserved polygons only for the[br]player and enemies, with the remainder of 0:03:48.250,0:03:51.129 the world painted as a bitmap. 0:03:51.129,0:03:56.079 This technique is a useful one for preserving[br]limited graphical power: instead of rendering 0:03:56.079,0:04:03.079 a full 3D scene, you can instead divert attention[br]to more detailed character models. 0:04:03.170,0:04:07.939 Some early games were more ambitious, taking[br]a first-person perspective instead of a fixed 0:04:07.939,0:04:09.640 camera view. 0:04:09.640,0:04:15.409 Ultima Underworld: The Stygian Abyss was an[br]impressive game that took RPGs into the third 0:04:15.409,0:04:22.409 dimension - and in turn would influence the[br]rise of the first person shooter. 0:04:22.800,0:04:27.919 One technique that made early texture-mapped[br]games viable was raycasting. 0:04:27.919,0:04:32.210 It's an efficient approach to scene rendering[br]that focusses solely on what the player can 0:04:32.210,0:04:39.210 see, and when combined with simple level geometry[br]can be made quite performant. 0:04:39.650,0:04:45.870 Wolfenstein 3D's levels were built on a simple[br]square grid, all on a single level: this meant 0:04:45.870,0:04:50.100 that the walls could be fully texture mapped,[br]while the game remained playable even on a 0:04:50.100,0:04:52.360 modest PC. 0:04:52.360,0:04:58.180 Wolfenstein is the grandfather of 3D shooters,[br]but in terms of overall impact: Doom was the 0:04:58.180,0:05:00.530 daddy. 0:05:00.530,0:05:04.750 Building on the Wolfenstein engine, Doom extended[br]its featureset to permit levels with more 0:05:04.750,0:05:11.000 organic design: no more fixed grid maps, the[br]addition of variable lighting, and elements 0:05:11.000,0:05:14.000 at different elevations. 0:05:14.000,0:05:19.539 As a result, Doom was more atmospheric, its[br]locations more believable - and paired with 0:05:19.539,0:05:23.190 high-octane action it proved quite the success. 0:05:23.190,0:05:30.190 It inspired a huge number of clones, and paved[br]the way for the FPS genre as we know it today. 0:05:33.160,0:05:39.000 Many of these early games were reliant on[br]tricks to simulate a 3D world - limited geometry, 0:05:39.000,0:05:42.910 the use of sprites - or other time-saving[br]hacks. 0:05:42.910,0:05:47.889 True texture-mapped 3D games required a great[br]deal of processing power, and so it wasn't 0:05:47.889,0:05:53.550 really until the second half of the 1990s[br]that such games took hold. 0:05:53.550,0:05:59.210 Vanguards of hardware, the arcades led the[br]way with titles like Ridge Racer: although 0:05:59.210,0:06:05.349 dated today, at the time it was universally[br]praised for its sound and graphics. 0:06:05.349,0:06:09.490 Treading in the arcade's footsteps, the fifth[br]generation of consoles could more confidently 0:06:09.490,0:06:15.729 tackle full 3D graphics, and so platforms[br]like the PlayStation and Nintendo 64 saw the 0:06:15.729,0:06:18.629 rise of the polygon within a home setting. 0:06:18.629,0:06:25.629 Super Mario 64 transplanted the previously-planar[br]plumber into a colourful 3D world: and would 0:06:25.900,0:06:30.360 prove to be arguably the first successful[br]3D platform game. 0:06:30.360,0:06:35.300 It blended the finest elements and charm of[br]previous Mario titles with new technology 0:06:35.300,0:06:41.500 - full freedom of movement and a dynamic camera[br]system that permitted exploration without 0:06:41.500,0:06:44.190 frustration. 0:06:44.190,0:06:49.440 The PlayStation had its own 3D platforming[br]heroes, with games like Crash Bandicoot: and 0:06:49.440,0:06:54.360 despite the low-polygon count afforded by[br]the hardware, its characters are expressive 0:06:54.360,0:06:57.139 and its artstyle charming. 0:06:57.139,0:07:03.400 These games were not only technically impressive[br]- they were fun to play: true 3D games were 0:07:03.400,0:07:10.400 a novelty no more, and instead an integral[br]part of mainstream gaming. 0:07:10.590,0:07:15.580 While console hardware arrives in discrete[br]generations, the pace of PC development is 0:07:15.580,0:07:21.199 continuous: and with the popularity of PC[br]gaming post-Doom, there was no shortage of 0:07:21.199,0:07:24.159 3D titles. 0:07:24.159,0:07:27.919 Magic Carpet was an interesting attempt at[br]transplanting Bullfrog's earlier god-game 0:07:27.919,0:07:31.659 formula into a third-person perspective. 0:07:31.659,0:07:36.300 Hugely impressive from a technical perspective,[br]although its gameplay was slightly lacking 0:07:36.300,0:07:41.750 and was otherwise overshadowed by more conventional[br]games of the era. 0:07:41.750,0:07:46.650 Descent was notable for its six degrees of[br]movement, permitting full exploration of its 0:07:46.650,0:07:48.199 maze-like mines. 0:07:48.199,0:07:54.389 A peculiar blend of space shooter and Doom[br]clone, it stands as an important example of 0:07:54.389,0:08:01.389 early software rendering - full 3D without[br]shortcuts or compromise. 0:08:01.569,0:08:06.729 Id software were prime innovators within the[br]PC gaming space: and not content with the 0:08:06.729,0:08:11.259 countless clones their creations spawned,[br]they set the bar even higher with the release 0:08:11.259,0:08:13.199 of Quake. 0:08:13.199,0:08:18.669 Quake was very much a true 3D game: gone were[br]the sprites and lack of vertical aiming of 0:08:18.669,0:08:25.030 Doom, replaced with polygonal enemies, weapon[br]viewmodels and biaxial aiming. 0:08:25.030,0:08:31.699 Quake, in all its brown-hued lovecraftian[br]glory, was a prelude to the next wave of 3D 0:08:31.699,0:08:35.200 graphics development. 0:08:35.200,0:08:41.669 One final footnote worth a mention are voxels:[br]volumetric pixels, an alternate approach to 0:08:41.669,0:08:44.310 polygon construction. 0:08:44.310,0:08:50.430 Instead of triangular faces, objects are built[br]from 3D pixels: essentially building blocks, 0:08:50.430,0:08:52.820 in a manner similar to Minecraft. 0:08:52.820,0:08:58.930 Ideal for carving out terrain from heightmaps,[br]games like Delta Force and Outcast are an 0:08:58.930,0:09:02.490 interesting example of what would prove to[br]be an evolutionary dead-end. 0:09:02.490,0:09:09.490 Although voxels showed some promise, any progress[br]was nipped in the bud by the rise of 3D acceleration. 0:09:12.790,0:09:17.510 With dedicated hardware games now had the[br]power to construct smooth and detailed worlds 0:09:17.510,0:09:19.690 without compromise. 0:09:19.690,0:09:26.690 The magic of hardware acceleration was about[br]to unfold. 0:09:28.070,0:09:35.070 Join me in part four, as the pace of 3D technology[br]quickens and we near our approach to the modern 0:09:35.690,0:09:36.860 era. 0:09:36.860,0:09:38.540 Until then, farewell.