[Script Info] Title: [Events] Format: Layer, Start, End, Style, Name, MarginL, MarginR, MarginV, Effect, Text Dialogue: 0,0:00:03.06,0:00:07.62,Default,,0000,0000,0000,,Two dimensions are all very well and good,\Nbut even the earliest game developers yearned Dialogue: 0,0:00:07.62,0:00:10.55,Default,,0000,0000,0000,,to extend into the third. Dialogue: 0,0:00:10.55,0:00:17.55,Default,,0000,0000,0000,,The ability to craft a virtual space. The\Nforging of a polygon realm. Dialogue: 0,0:00:18.41,0:00:23.94,Default,,0000,0000,0000,,Of course, with limited hardware it was no\Nmean feat - early 3D games were burdened with Dialogue: 0,0:00:23.94,0:00:26.40,Default,,0000,0000,0000,,heavy compromise. Dialogue: 0,0:00:26.40,0:00:32.12,Default,,0000,0000,0000,,The very first were limited to wireframe representations\N- and although simple, games like Atari's Dialogue: 0,0:00:32.12,0:00:38.64,Default,,0000,0000,0000,,Battlezone could paint an immersive scene\Nwith just a few vector lines. Dialogue: 0,0:00:38.64,0:00:44.33,Default,,0000,0000,0000,,Similar tech was used to great effect in 1983's\NStar Wars Arcade: putting the player in the Dialogue: 0,0:00:44.33,0:00:50.46,Default,,0000,0000,0000,,pilot seat of an X-Wing to recreate the attack\Non the Death Star, complete with trench run. Dialogue: 0,0:00:50.46,0:00:55.25,Default,,0000,0000,0000,,Even the 8-bit home micros managed to get\Nin on the wireframe action: space trader Elite's Dialogue: 0,0:00:55.25,0:01:02.25,Default,,0000,0000,0000,,visuals might have been spartan, but the game\Noffered a huge swathe of space to explore. Dialogue: 0,0:01:03.12,0:01:09.14,Default,,0000,0000,0000,,The next logical step from wireframe polygons\Nwas to fill them with flat shading: a simple Dialogue: 0,0:01:09.14,0:01:13.15,Default,,0000,0000,0000,,effect, but still tricky to achieve on early\Nsystems without dropping the frame rate to Dialogue: 0,0:01:13.15,0:01:15.94,Default,,0000,0000,0000,,unacceptable levels. Dialogue: 0,0:01:15.94,0:01:21.02,Default,,0000,0000,0000,,The very first flat-shaded polygonal game\Nwas arcade title I, Robot all the way back Dialogue: 0,0:01:21.02,0:01:23.50,Default,,0000,0000,0000,,in 1983. Dialogue: 0,0:01:23.50,0:01:28.69,Default,,0000,0000,0000,,It was definitely ahead of its time, but a\Nnew paradigm is a tough sell, and the game Dialogue: 0,0:01:28.69,0:01:32.26,Default,,0000,0000,0000,,would not prove a financial success. Dialogue: 0,0:01:32.26,0:01:36.72,Default,,0000,0000,0000,,The advanced hardware needed for 3D games\Nand the decline in arcade interest over the Dialogue: 0,0:01:36.72,0:01:42.06,Default,,0000,0000,0000,,next few years rendered them prohibitively\Nexpensive - so it wouldn't be until the end Dialogue: 0,0:01:42.06,0:01:46.49,Default,,0000,0000,0000,,of the decade that 3D games would become more\Nprevalent. Dialogue: 0,0:01:46.49,0:01:51.54,Default,,0000,0000,0000,,As home computers became more powerful, certain\Ngenres would embrace flat-shaded polygons: Dialogue: 0,0:01:51.54,0:01:57.10,Default,,0000,0000,0000,,a trademark of early flight simulators, which\Nvalued full freedom of movement over arcade Dialogue: 0,0:01:57.10,0:02:00.36,Default,,0000,0000,0000,,action or graphical detail. Dialogue: 0,0:02:00.36,0:02:05.50,Default,,0000,0000,0000,,Some driving games employed this technique,\Ntoo: Geoff Crammond's Stunt Car Racer in 1989 Dialogue: 0,0:02:05.50,0:02:12.50,Default,,0000,0000,0000,,had you driving at breakneck speed round a\Nfanciful track complete with three dimensions. Dialogue: 0,0:02:13.12,0:02:19.26,Default,,0000,0000,0000,,Not content with dull flat-shading, some turned\Nto hardware tricks to simulate 3D worlds: Dialogue: 0,0:02:19.26,0:02:25.36,Default,,0000,0000,0000,,and the Super NES' Mode 7 could be considered\Na rudimentary form of texture mapping. Dialogue: 0,0:02:25.36,0:02:32.15,Default,,0000,0000,0000,,It was only a half-measure, but an ideal way\Nto introduce a 3D feel to classic 2D action: Dialogue: 0,0:02:32.15,0:02:36.62,Default,,0000,0000,0000,,and games like Super Mario Kart maintained\Na healthy frame rate while still giving the Dialogue: 0,0:02:36.62,0:02:40.61,Default,,0000,0000,0000,,illusion of into-the-screen racing. Dialogue: 0,0:02:40.61,0:02:47.41,Default,,0000,0000,0000,,The SuperFX coprocessor included in carts\Nlike Star Fox enabled polygonal 3D graphics, Dialogue: 0,0:02:47.41,0:02:51.88,Default,,0000,0000,0000,,blended with sprite scaling effects and other\N2D elements. Dialogue: 0,0:02:51.88,0:02:56.59,Default,,0000,0000,0000,,Offloading graphics onto another processor\Nwould prove a useful technique in the future: Dialogue: 0,0:02:56.59,0:03:01.75,Default,,0000,0000,0000,,but some machines would rely on sheer grunt\Ninstead. Dialogue: 0,0:03:01.75,0:03:07.07,Default,,0000,0000,0000,,IBM-compatible PCs had the benefit of a modular\Ndesign - along with a price point far aloft Dialogue: 0,0:03:07.07,0:03:09.79,Default,,0000,0000,0000,,from console hardware. Dialogue: 0,0:03:09.79,0:03:14.97,Default,,0000,0000,0000,,This meant that by the early 90s, they could\Nstart to push graphical boundaries. Dialogue: 0,0:03:14.97,0:03:21.97,Default,,0000,0000,0000,,However, early PC games could be pretty ugly:\N4-colour CGA and 16-colour EGA modes often Dialogue: 0,0:03:23.16,0:03:26.59,Default,,0000,0000,0000,,left games with a distinctive, simple look. Dialogue: 0,0:03:26.59,0:03:33.59,Default,,0000,0000,0000,,VGA graphics were a step up, offering 256\Ncolours with far more nuance and a break from Dialogue: 0,0:03:34.20,0:03:37.69,Default,,0000,0000,0000,,unnaturally bright shades. Dialogue: 0,0:03:37.69,0:03:43.07,Default,,0000,0000,0000,,Early PC titles would sometimes make use of\Nprerendered backgrounds - games like Alone Dialogue: 0,0:03:43.07,0:03:48.25,Default,,0000,0000,0000,,In The Dark reserved polygons only for the\Nplayer and enemies, with the remainder of Dialogue: 0,0:03:48.25,0:03:51.13,Default,,0000,0000,0000,,the world painted as a bitmap. Dialogue: 0,0:03:51.13,0:03:56.08,Default,,0000,0000,0000,,This technique is a useful one for preserving\Nlimited graphical power: instead of rendering Dialogue: 0,0:03:56.08,0:04:03.08,Default,,0000,0000,0000,,a full 3D scene, you can instead divert attention\Nto more detailed character models. Dialogue: 0,0:04:03.17,0:04:07.94,Default,,0000,0000,0000,,Some early games were more ambitious, taking\Na first-person perspective instead of a fixed Dialogue: 0,0:04:07.94,0:04:09.64,Default,,0000,0000,0000,,camera view. Dialogue: 0,0:04:09.64,0:04:15.41,Default,,0000,0000,0000,,Ultima Underworld: The Stygian Abyss was an\Nimpressive game that took RPGs into the third Dialogue: 0,0:04:15.41,0:04:22.41,Default,,0000,0000,0000,,dimension - and in turn would influence the\Nrise of the first person shooter. Dialogue: 0,0:04:22.80,0:04:27.92,Default,,0000,0000,0000,,One technique that made early texture-mapped\Ngames viable was raycasting. Dialogue: 0,0:04:27.92,0:04:32.21,Default,,0000,0000,0000,,It's an efficient approach to scene rendering\Nthat focusses solely on what the player can Dialogue: 0,0:04:32.21,0:04:39.21,Default,,0000,0000,0000,,see, and when combined with simple level geometry\Ncan be made quite performant. Dialogue: 0,0:04:39.65,0:04:45.87,Default,,0000,0000,0000,,Wolfenstein 3D's levels were built on a simple\Nsquare grid, all on a single level: this meant Dialogue: 0,0:04:45.87,0:04:50.10,Default,,0000,0000,0000,,that the walls could be fully texture mapped,\Nwhile the game remained playable even on a Dialogue: 0,0:04:50.10,0:04:52.36,Default,,0000,0000,0000,,modest PC. Dialogue: 0,0:04:52.36,0:04:58.18,Default,,0000,0000,0000,,Wolfenstein is the grandfather of 3D shooters,\Nbut in terms of overall impact: Doom was the Dialogue: 0,0:04:58.18,0:05:00.53,Default,,0000,0000,0000,,daddy. Dialogue: 0,0:05:00.53,0:05:04.75,Default,,0000,0000,0000,,Building on the Wolfenstein engine, Doom extended\Nits featureset to permit levels with more Dialogue: 0,0:05:04.75,0:05:11.00,Default,,0000,0000,0000,,organic design: no more fixed grid maps, the\Naddition of variable lighting, and elements Dialogue: 0,0:05:11.00,0:05:14.00,Default,,0000,0000,0000,,at different elevations. Dialogue: 0,0:05:14.00,0:05:19.54,Default,,0000,0000,0000,,As a result, Doom was more atmospheric, its\Nlocations more believable - and paired with Dialogue: 0,0:05:19.54,0:05:23.19,Default,,0000,0000,0000,,high-octane action it proved quite the success. Dialogue: 0,0:05:23.19,0:05:30.19,Default,,0000,0000,0000,,It inspired a huge number of clones, and paved\Nthe way for the FPS genre as we know it today. Dialogue: 0,0:05:33.16,0:05:39.00,Default,,0000,0000,0000,,Many of these early games were reliant on\Ntricks to simulate a 3D world - limited geometry, Dialogue: 0,0:05:39.00,0:05:42.91,Default,,0000,0000,0000,,the use of sprites - or other time-saving\Nhacks. Dialogue: 0,0:05:42.91,0:05:47.89,Default,,0000,0000,0000,,True texture-mapped 3D games required a great\Ndeal of processing power, and so it wasn't Dialogue: 0,0:05:47.89,0:05:53.55,Default,,0000,0000,0000,,really until the second half of the 1990s\Nthat such games took hold. Dialogue: 0,0:05:53.55,0:05:59.21,Default,,0000,0000,0000,,Vanguards of hardware, the arcades led the\Nway with titles like Ridge Racer: although Dialogue: 0,0:05:59.21,0:06:05.35,Default,,0000,0000,0000,,dated today, at the time it was universally\Npraised for its sound and graphics. Dialogue: 0,0:06:05.35,0:06:09.49,Default,,0000,0000,0000,,Treading in the arcade's footsteps, the fifth\Ngeneration of consoles could more confidently Dialogue: 0,0:06:09.49,0:06:15.73,Default,,0000,0000,0000,,tackle full 3D graphics, and so platforms\Nlike the PlayStation and Nintendo 64 saw the Dialogue: 0,0:06:15.73,0:06:18.63,Default,,0000,0000,0000,,rise of the polygon within a home setting. Dialogue: 0,0:06:18.63,0:06:25.63,Default,,0000,0000,0000,,Super Mario 64 transplanted the previously-planar\Nplumber into a colourful 3D world: and would Dialogue: 0,0:06:25.90,0:06:30.36,Default,,0000,0000,0000,,prove to be arguably the first successful\N3D platform game. Dialogue: 0,0:06:30.36,0:06:35.30,Default,,0000,0000,0000,,It blended the finest elements and charm of\Nprevious Mario titles with new technology Dialogue: 0,0:06:35.30,0:06:41.50,Default,,0000,0000,0000,,- full freedom of movement and a dynamic camera\Nsystem that permitted exploration without Dialogue: 0,0:06:41.50,0:06:44.19,Default,,0000,0000,0000,,frustration. Dialogue: 0,0:06:44.19,0:06:49.44,Default,,0000,0000,0000,,The PlayStation had its own 3D platforming\Nheroes, with games like Crash Bandicoot: and Dialogue: 0,0:06:49.44,0:06:54.36,Default,,0000,0000,0000,,despite the low-polygon count afforded by\Nthe hardware, its characters are expressive Dialogue: 0,0:06:54.36,0:06:57.14,Default,,0000,0000,0000,,and its artstyle charming. Dialogue: 0,0:06:57.14,0:07:03.40,Default,,0000,0000,0000,,These games were not only technically impressive\N- they were fun to play: true 3D games were Dialogue: 0,0:07:03.40,0:07:10.40,Default,,0000,0000,0000,,a novelty no more, and instead an integral\Npart of mainstream gaming. Dialogue: 0,0:07:10.59,0:07:15.58,Default,,0000,0000,0000,,While console hardware arrives in discrete\Ngenerations, the pace of PC development is Dialogue: 0,0:07:15.58,0:07:21.20,Default,,0000,0000,0000,,continuous: and with the popularity of PC\Ngaming post-Doom, there was no shortage of Dialogue: 0,0:07:21.20,0:07:24.16,Default,,0000,0000,0000,,3D titles. Dialogue: 0,0:07:24.16,0:07:27.92,Default,,0000,0000,0000,,Magic Carpet was an interesting attempt at\Ntransplanting Bullfrog's earlier god-game Dialogue: 0,0:07:27.92,0:07:31.66,Default,,0000,0000,0000,,formula into a third-person perspective. Dialogue: 0,0:07:31.66,0:07:36.30,Default,,0000,0000,0000,,Hugely impressive from a technical perspective,\Nalthough its gameplay was slightly lacking Dialogue: 0,0:07:36.30,0:07:41.75,Default,,0000,0000,0000,,and was otherwise overshadowed by more conventional\Ngames of the era. Dialogue: 0,0:07:41.75,0:07:46.65,Default,,0000,0000,0000,,Descent was notable for its six degrees of\Nmovement, permitting full exploration of its Dialogue: 0,0:07:46.65,0:07:48.20,Default,,0000,0000,0000,,maze-like mines. Dialogue: 0,0:07:48.20,0:07:54.39,Default,,0000,0000,0000,,A peculiar blend of space shooter and Doom\Nclone, it stands as an important example of Dialogue: 0,0:07:54.39,0:08:01.39,Default,,0000,0000,0000,,early software rendering - full 3D without\Nshortcuts or compromise. Dialogue: 0,0:08:01.57,0:08:06.73,Default,,0000,0000,0000,,Id software were prime innovators within the\NPC gaming space: and not content with the Dialogue: 0,0:08:06.73,0:08:11.26,Default,,0000,0000,0000,,countless clones their creations spawned,\Nthey set the bar even higher with the release Dialogue: 0,0:08:11.26,0:08:13.20,Default,,0000,0000,0000,,of Quake. Dialogue: 0,0:08:13.20,0:08:18.67,Default,,0000,0000,0000,,Quake was very much a true 3D game: gone were\Nthe sprites and lack of vertical aiming of Dialogue: 0,0:08:18.67,0:08:25.03,Default,,0000,0000,0000,,Doom, replaced with polygonal enemies, weapon\Nviewmodels and biaxial aiming. Dialogue: 0,0:08:25.03,0:08:31.70,Default,,0000,0000,0000,,Quake, in all its brown-hued lovecraftian\Nglory, was a prelude to the next wave of 3D Dialogue: 0,0:08:31.70,0:08:35.20,Default,,0000,0000,0000,,graphics development. Dialogue: 0,0:08:35.20,0:08:41.67,Default,,0000,0000,0000,,One final footnote worth a mention are voxels:\Nvolumetric pixels, an alternate approach to Dialogue: 0,0:08:41.67,0:08:44.31,Default,,0000,0000,0000,,polygon construction. Dialogue: 0,0:08:44.31,0:08:50.43,Default,,0000,0000,0000,,Instead of triangular faces, objects are built\Nfrom 3D pixels: essentially building blocks, Dialogue: 0,0:08:50.43,0:08:52.82,Default,,0000,0000,0000,,in a manner similar to Minecraft. Dialogue: 0,0:08:52.82,0:08:58.93,Default,,0000,0000,0000,,Ideal for carving out terrain from heightmaps,\Ngames like Delta Force and Outcast are an Dialogue: 0,0:08:58.93,0:09:02.49,Default,,0000,0000,0000,,interesting example of what would prove to\Nbe an evolutionary dead-end. Dialogue: 0,0:09:02.49,0:09:09.49,Default,,0000,0000,0000,,Although voxels showed some promise, any progress\Nwas nipped in the bud by the rise of 3D acceleration. Dialogue: 0,0:09:12.79,0:09:17.51,Default,,0000,0000,0000,,With dedicated hardware games now had the\Npower to construct smooth and detailed worlds Dialogue: 0,0:09:17.51,0:09:19.69,Default,,0000,0000,0000,,without compromise. Dialogue: 0,0:09:19.69,0:09:26.69,Default,,0000,0000,0000,,The magic of hardware acceleration was about\Nto unfold. Dialogue: 0,0:09:28.07,0:09:35.07,Default,,0000,0000,0000,,Join me in part four, as the pace of 3D technology\Nquickens and we near our approach to the modern Dialogue: 0,0:09:35.69,0:09:36.86,Default,,0000,0000,0000,,era. Dialogue: 0,0:09:36.86,0:09:38.54,Default,,0000,0000,0000,,Until then, farewell.