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