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Comments: 117 +-   From Doom To Dunia — the History of 3D Engines on Wednesday July 29 2009, @05:24AM

Posted by Soulskill on Wednesday July 29 2009, @05:24AM
from the looking-forward-to-tech-5 dept.
fps
graphics
software
entertainment
games
notthatwillsmith writes "It's difficult to think of a single category of application that's driven the pace of desktop hardware development further and faster than first-person shooters. Maximum PC examined the evolution of FPS engines, looking back at the key technologies that brought games from the early sprite-based days of Doom to the fully 3D-rendered African Savannah as rendered by Far Cry 2's Dunia engine. It's truly amazing how far the state of the art has moved in the last 16 years."
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  • Why would anybody use an auto-print link for the only link in TFS ?!??1

  • Wolfenstein 3D? (Score:3, Insightful)

    by sprins (717461) on Wednesday July 29 2009, @05:47AM (#28864073)

    I miss Wolfenstein 3D (the original game) in the list. AFAIK that was the 1st 3D FPS some time before DOOM. I understand that "From DOOM to Dunia" alliterates better, but to disregard Wolfenstein 3D alltogether?

  • by El_Muerte_TDS (592157) <elmuerte AT drunksnipers DOT com> on Wednesday July 29 2009, @06:09AM (#28864165) Homepage

    They list an engine called Voxel, which isn't an engine but a technology. And they list a bunch of games which use the same engine as NovaLogic's Comanche, but it's complete bullshit. Tiberian Sun and Red Alert 2 (for example) didn't use that engine at all, the just used the voxel technology.

    Then they list StoneKeep, but StoneKeep didn't even use a 3D engine.

    They call Outcast "A popular voxel engine", the engine was used only once. And showed it severe limitations. How can something used only once be popular.

    And for some reason they decided to split up some engines into multiple generations (like UnrealEngine) and keep others as a single entry (like LithTech, GameBryo)

    And for an history article they surely didn't bother to put everything in chronological order. And for a visual article they sure didn't bother to find the best screenshots to show of the engine.

    • There are a number of technical inaccuracies too.

      All that was needed to run Doom was a 386 level PC (in low-detail mode) with a standard VGA videocard capable of rendering texture-mapped environments.

      All texture mapping was done in software, which was even true of the Quake 1 and Quake 2 software renderers. So I'm not sure why they're attributing texture-mapping to the VGA hardware.

      Other features of the Quake II engine, now known as id Tech 2, included colored lighting effects, and a new game model whereby

    • Do you know what are the engines driving Need For Speed games? The main three I am interested in are 5,6 and 7 (Porsche Unleashed, High Stakes and Underground).

  • by SurfMan (969573) on Wednesday July 29 2009, @06:10AM (#28864175)
    It's a shame the article doesn't mention Descent. It featured epic 6 degrees of freedom. Enjoyed that game very much *sigh*
    • Re: (Score:2, Interesting)

      by Anonymous Coward

      Should have also meantioned Carrier Command. Its 3d engine was exceptional for 1988 http://en.wikipedia.org/wiki/Carrier_Command

    • by turing_m (1030530) on Wednesday July 29 2009, @07:40AM (#28864765)

      6 degrees of freedom, 7 degrees of hurl.

      I also remember that game being very difficult. It would be interesting to play it now to see if it's as hard as I remember. I think dretching in tremulous has helped significantly for me to be able to think in 3d which would help, although automatically being normal to the surface in that game probably helps significantly.

  • One major 3D game not mentioned is - 1990 - Amiga - Corporation

    It was released years before Wolfenstein 3D, you could even send a photo of your self to the company and they would digitise it and send you it back to play in the game...

    http://hol.abime.net/3092/screenshot

    It was incredibly hard but had great atmosphere - the main issue was the controls were impossible to use - It took the PC until about 1994 to get anywhere near the graphics of this game..
      • Re: (Score:2, Interesting)

        hunter was truly awesome. I mentioned corporation as it was the 1st 3D game i played (excluding Dungeon Master / Bloodwych which are not really 3D)
  • Quake 1-3 (Score:4, Interesting)

    by ShakaUVM (157947) on Wednesday July 29 2009, @06:23AM (#28864243) Homepage Journal

    People like the FTEQuake folks have integrated Quake1-3 together, which allows you to play any map from Quake 1 through 3, or to incorporate things like shaders into the Quake 1 experience. It's actually kind of neat. Take a look at the screenshots at http://www.fteqw.com/ [fteqw.com] - it's all I use nowadays when I play FPSes. I'll play some Gears cooperatively with my friends, but nothing yet has beaten the original quake experience for FPS fun.

    The euphoria engine looks pretty interesting. I've been doing some work with motion analysis, and so the work they've done on it really impresses me - apparently you can code animations using it without keyframes or motion capture, which is pretty neat (if it works). The tech demo video is here - http://www.naturalmotion.com/euphoria.htm [naturalmotion.com]

    • Wasn't the euphoria engine used in GTA IV?
      From the (impressive) tech demo I seemed to recognise the same kind of reaction from the actors.
      I remember being completely blown away in GTA when I inadvertently pushed a guy near some stairs and he fumbled trying to keep his balance for a while before finally falling down the stairs. I don't think it could've been more realistic if it were keyframed.

      Incredible technology.

  • not 3d shooters... (Score:4, Interesting)

    by gbjbaanb (229885) on Wednesday July 29 2009, @06:54AM (#28864405)

    IIRC, it was never 3d first-person games that drove hardware development, but space-flight shoot-em ups. Titles like Wing Commander really drove the need for better and better graphics hardware, in fact, Wing Commander was the one that made the 386 chip a necessity and apparently made people upgrade to play it.

    • They drove sales, at least. With each game running like crap on last years card gamers spend a fortune each year to keep to the bleeding edge.

      Problem is, other than the greater hardware requirements is there *really* that much difference between quake 3 and the latest games? Higher resolution, some explosion effects.. I played left4dead to see what was supposed to be so great and really couldn't see anything that couldn't be done in the quake engine.. except it needed more powerful hardware.

      • Re: (Score:2, Insightful)

        Much difference gameplay wise? Probably not. Realize that part of the FPS experience is it being a visual experience. Most of the time when new game and/or engine comes out they brag about how many objects it can handle. It is possible that one model from L4D contains the same amount of polygons that all of Quake 1 (as in the number of polygons you encounter throughout the whole game).
  • by Krneki (1192201) on Wednesday July 29 2009, @07:11AM (#28864507)
    What about Stunts?

    I played this game for years.

    http://en.wikipedia.org/wiki/Stunts_%28video_game%29
    http://www.youtube.com/watch?v=IhiRjQg1X14&feature=related

    I know, I'm old. :(
    • What about Stunts?

      Not on the list because it was 4D, rather than 3D.

    • by Reapy (688651)

      Holy crap, best game ever. I think I spent more time in the track edit mode then actually driving the insane creations I put together. Great game.

  • The Dark Engine (Score:4, Insightful)

    by sapphire wyvern (1153271) on Wednesday July 29 2009, @07:20AM (#28864595)

    Shame they didn't mention the Dark Engine, which was used for Thief, Thief II, and System Shock II, and basically drove the creation of the 3d stealth game as it now exists. Since Thief II and System Shock II are frequent visitors to "Best PC Game Ever" listings, the engine behind them seems notable. The switch to Unreal II for Thief III killed the ability to have large maps, which is one of the major shortfalls of that installment compared to the earlier games in the series. The same applies for the legendarily disappointing Deus Ex II.

  • Midwinter for Amiga (Score:5, Interesting)

    by Dan East (318230) on Wednesday July 29 2009, @07:49AM (#28864851) Homepage

    The first real-time 3D engine I ever played or saw was Midwinter for the Amiga. It was released in 1989, 4 years before Doom, and featured flat-shaded polygon rendering in a true 3D environment. I just remember the environment being incredibly huge and immersive, and I spent many hours walking and skiing around desolate white landscapes.

    Wikipedia article (which mentions nothing whatsoever about the game's technical aspects);
    http://en.wikipedia.org/wiki/Midwinter_(video_game) [wikipedia.org]

    Screenshot of the 3D environment (Atari ST version):
    http://www.mobygames.com/game/atari-st/midwinter/screenshots/gameShotId,362797/ [mobygames.com]

    Gamespot seems to be one of the few that actually recognize how groundbreaking this game was:
    http://www.gamespot.com/gamespot/features/pc/unsung_heroes/sec2_10.html [gamespot.com]

  • It's a shame they didn't talk about the engine used for the Chronicles of Riddick games.

  • by Joe The Dragon (967727) on Wednesday July 29 2009, @08:17AM (#28865137)

    Where is descent 1 / descent 2 they where true 3d and you could fly upside down, side to side have rooms on top rooms and more.

  • IIRC, Descent was one of the first real 3D games - although not an FPS. I didn't see it in the article, does anyone knows which engine it used?
    • Re:Where's Descent? (Score:4, Informative)

      by Hatta (162192) * on Wednesday July 29 2009, @09:21AM (#28866011) Journal

      Descent was a First Person Shooter. The perspective was first person, and you shot things.

      • by Chris Burke (6130) on Wednesday July 29 2009, @03:04PM (#28872341) Homepage

        The portal rendering engine used by Descent has been rumored to be a simple extension of the Doom engine

        Whoa, that would surprise me (not that it's impossible). Going from a raycasting engine which allows essentially arbitrary 2D geometry but very limited geometry in the 3rd dimension, to a texture mapping engine that is restricted to deformed rectangular prisms but allows them to be oriented arbitrarily wrt the world axes isn't a simple extension of any sort. Hell, the enemies were fully 3d texture mapped without any restrictions (but a low poly count of course). That's basically ripping up the innermost guts of the engine and replacing it with something very different. Completely new data structures, and a completely new rendering algorithm... at that point, what of the old engine would you even be using?

  • unique renderers (Score:3, Insightful)

    by Bobtree (105901) <glitch@noSpaM.gweep.net> on Wednesday July 29 2009, @08:39AM (#28865441)

    The one thing I missed most from all the old software rendered games is how distinctive their visuals are. When everything shifted to hardware the look of 3d games became very uniform, only to slowly differentiate with improving art and tech as time went on. The new programmable hardware again allows more freedom in rendering approaches, and now the top end engines are effectively all specialized shader pipelines. After 5-10 years of very homogenous looking games it's a most welcome change.

  • All the games people are mentioning which haven't been described in the article are reminding me of a couple of others.

    There's Flight Simulator, for one. I had the very first version back on the PCjr. Sierra Online even published a 3D helicopter simulator at some point.

    I'd say racing games are an important subset of 3D gaming which have been completely overlooked. There are a good number of driving games which have been completely overlooked. Stunts, Stunt Driver, Test Drive 3, the Need for Speed series. I'

  • Since it starts with 1990 games and only PC games at that, it misses out on some very early games, and its entirely 1st person centered, not a must read, but covers a lot of nostalgia for me. Plenty of games I never played. Just have to list my fav games. Unreal was just so amazingly beutiful compared with any i'd played before. Return to Castle Wolfstein wasn't even listed but was a great game. Then Half Life of course.

    ---

    3D Shooter [feeddistiller.com] Feed @ Feed Distiller [feeddistiller.com]

    • Lithtech has always been on the short end of the popularity stick. You grandmother can name Doom, your mom can mention Counter-Strike and your little brother can mention FarCry. Now ask the same group if they know about Shogo or NOLF.

    • Re: (Score:3, Insightful)

      by amn108 (1231606)
      I believe the blame lies in the, umm how should I best call it, a sort of like "geologically active" field of science - I mean everybody is trying to create a perfect 3D renderer and perfect all they have, before they can settle in and start writing good stories. I truly believe this is one of the show-stoppers for developing good games. Look at it - just about every developer starts by actually REINVENTING the wheel here - make their own engine, and THEN build some game on top of it, while the engine actua
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