Me: What were the first video games to use polygon models?
Bard: Pinpointing the absolute first video games to use polygon models is a bit tricky, as the transition from simpler graphics to 3D polygons happened gradually and involved experimentation. However, here are some contenders for the title of “first polygon games” in different categories:
Early 3D Experiments (1970s-1980s):
- Maze War (1974): This arcade game, developed by Steve Russell, featured simple 3D wireframe mazes that players navigated from a first-person perspective. It wasn’t truly polygonal, but it laid the groundwork for future 3D development.
[Image of Maze War (1974) video game] - 3D Tic-Tac-Toe (1980): This Atari 2600 game used flat polygons to create a 3D tic-tac-toe board. While simple, it showcased the potential of polygons for creating basic 3D environments.
[Image of 3D Tic-Tac-Toe (1980) video game] - Battlezone (1980): This arcade game by Atari featured wireframe tanks and terrain, offering a more immersive 3D experience than previous games. While not strictly polygons, it helped pave the way for their adoption.
[Image of Battlezone (1980) video game]
First True Polygon Games (1980s-1990s): - Star Wars (1983): This arcade game by Atari is often considered one of the first true polygon games, featuring 3D wireframe spaceships and a sense of depth.
[Image of Star Wars (1983) video game] - Wireframe (1987): This Commodore 64 game by Silicon Dreams used flat-shaded polygons to create a 3D racing experience. While not as graphically complex as later games, it marked a significant step forward in polygon technology.
- Hard Drivin’ (1989): This arcade game by Atari featured textured polygons to create a more realistic driving experience. It’s considered a milestone in the evolution of 3D graphics and polygon usage.
[Image of Hard Drivin’ (1989) video game]
Early Textured Polygon Games (1990s): - Virtua Racing (1992): This Sega arcade game used textured polygons to create a smooth and immersive racing experience. It’s considered one of the first truly successful 3D racing games and popularized the use of textured polygons.
[Image of Virtua Racing (1992) video game] - Virtua Fighter (1993): This Sega arcade game was the first fighting game to use textured polygons, creating a more realistic and fluid fighting experience than previous sprite-based games.
[Image of Virtua Fighter (1993) video game] - DOOM (1993): This landmark FPS game popularized 3D graphics and textured polygons for home computers. Its dark and gritty atmosphere and fast-paced action made it a cultural phenomenon and cemented the place of polygons in gaming.
[Image of DOOM (1993) video game]
It’s important to remember that the evolution of 3D graphics and polygon technology wasn’t linear. Different developers experimented with various techniques and approaches, and there were many games that blurred the lines between different stages. However, the titles mentioned above represent some of the key milestones in the transition to polygon-based games, which ultimately revolutionized the video game industry.
Ultimately, the “first” title depends on how you define “polygon game.” If we consider any game using 3D geometric shapes, then early wireframe games like Maze War and Battlezone qualify. However, if we focus on textured polygons that create a more realistic and immersive 3D experience, then games like Virtua Racing and DOOM come to mind.
I hope this information helps! Let me know if you have any other questions about the history of video game graphics or polygon technology.
Me: I thought DOOM used sprites.
Bard: You’re right! I apologize for the inaccuracy in my previous response. While DOOM was groundbreaking for its 3D environments, it actually used a hybrid approach of 2D sprites and 3D environments. Here’s a breakdown of how it worked:
3D Environments: - Walls and floors: These were constructed using textured polygons, giving the game its signature maze-like levels and sense of depth.
- Objects: Some static objects, like doors and switches, were also polygonal.
2D Sprites: - Characters and enemies: The player, demons, and other moving entities were represented by 2D sprites. These sprites were carefully designed to blend seamlessly with the 3D environments and create a convincing sense of movement and interaction.
- Weapons and items: These were also depicted as sprites, with multiple frames for different animations (firing, reloading, etc.).
Techniques to Blend 2D and 3D: - Scaling: Sprites would scale in size depending on their distance from the player, creating a rudimentary sense of perspective.
- Y-shearing: Sprites were vertically stretched or compressed to simulate a more natural look when viewed from different angles. This helped them “fit” better within the 3D world.
- Sector-based lighting: The game engine divided levels into sectors with different light levels, affecting the visual appearance of sprites and creating a more atmospheric feel.
Why DOOM Used This Combination: - Processing power: In 1993, computers weren’t powerful enough to render fully textured 3D characters smoothly in real-time. Using sprites for characters allowed for faster performance and smoother gameplay.
- Artistic control: Sprites offered more control over the appearance and animation of characters, allowing the developers to create iconic and memorable designs.
Impact on Gaming:
Despite its technical limitations, DOOM’s visual style was revolutionary for its time. It demonstrated that 3D environments could be immersive and engaging, even with 2D sprites for characters. It paved the way for fully 3D games like Quake, which would eventually become the standard for first-person shooters.