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3D First-Person Games, So Far

Gernot Ziegler writes: "One of my professors (Stefan Gustavsson) has written a good summary that explains the history & technical background/innovations that Doom, Quake & Unreal brought with them when they were released. Check it out." It's a pdf file. Gustavsson ends with a list of hopeful questions about where such games can go, after nearly a decade of running and violence. What I'd really like to see is a goal-free 3D world like the Snowcrash Metaverse, but it will take games to get there ;)

33 of 373 comments (clear)

  1. Re:Doom expandability (history corrections) by Raphael · · Score: 4, Informative

    The statement about the DOOM file format being "more or less officially documented" is mentioned in several books and web sites that attempt to (re-)write the history of 3D games, but this is wrong. When DOOM was released, the WAD file format was not documented at all. It is only with the release of DOOM II that we got two useful pieces of information from John Carmack: a list of new LINEDEF types used in Doom II, and the source code for the BSP compiler in Objective-C. Several people (including myself) had decoded the WAD file format and written their own BSP compilers in the meantime, but the release of id's code allowed the developers of DOOM editors to compare different algorithms and to improve their editors.

    I was a contributor to the "Unofficial Doom Specs" and the main author of DEU (Doom Editing Utilities). From December 1993 to April/May 1994, I spent a large amount of time reverse-engineering the WAD file format until I got the first working editor. To the credit of id Software, I must add that several things changed after the release of DOOM II: the unofficial level editors that were initially frowned upon (maybe not by John Carmack, but at least by Jay Wilbur, the biz guy) were allowed and even encouraged.

    When Quake was released (first the QTest1 demo, then the full game), the same things happened, but a bit faster: initially, no information was released about the PAK file format, so I cooperated with Olivier Montannuy and others to write the "Unofficial Quake Specs". But soon after the game was released, John Carmack provided more information about the game, which allowed several good editors to be developed in a relatively short time. The usage of Quake-C allowed a lot of modifications without having to modify the executable, so that was another nice move.

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    -Raphaël
  2. Re:Already here. by RottenDeadite · · Score: 3, Informative

    I predict Verse will make it before anyone else. It features noodity :P

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    ***JUMP PAD ACTIVATION INITIATION START***
    ***TRANSPORT WHEN READY***

  3. Re:Doom expandability by John+Carmack · · Score: 5, Interesting

    We were surprised at Wolf3D mods, but we knew it was going to happen with DOOM. I worked with some of the Wolf3D map editor guys before DOOM was even released, but they didn't wind up making the popular level editors.

    The editor and utility source code was released quite early, but it was all for NeXT workstations in Objective-C, so it had to wait for someone to rewrite it for more conventional systems.

    John Carmack

  4. What about Ball Blazer in 1983?! by BrookHarty · · Score: 3, Informative
    Castle Wolfenstien came out in 1992, Ball Blazer came out in 1983 for the Atari 8bit computer. Ball blazer had the feel and motion of a FPS shooter, but was based more on sports. I couldnt find an original screenshot, but here is one from the atari 5200.
    As 3D maps go, Video games such as Bards Tale used 3D type maps for moving around a city. Not true 3D but boxes, but then, these are older games. Even thinking, I think there were some older C64/Apple demos that used Wolf type 3D maps, but I cant think of any at the moment.

    Wolfenstien 3D wasnt the first, but was the most popular. People were building upto realastic games for quite some time.
    Some games I think they forgot about, Heretic, Hexen, Duke Nukem 3D, SkyNet, Blood Series, SIN, Solider of Fortune, KingPin, Shadow Warrior, RedNeck Rampage, and TRIBES! Hell, even new titles like Max Payne and upcoming DN4E are leaps above Q3A.
    A real history on FPS games, should include 8bit computers and consoles. I think it would be cool for a list of games, dates, and engines they used. Even a quick blurb on what the developers/programmers were thinking when they came out with the games.

    Ahh, I'm too old... I remember playing Ball Blazer!

  5. Goal Free Universe? by KarmaBlackballed · · Score: 4, Funny

    What I'd really like to see is a goal-free 3D world like the Snowcrash

    Real life is already goal-free. Part of the allure of games is that they have goals. A goal-free virtual universe would at best be a novelty and a fad for a few moments.

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    --- -- - -
    Give me LIBERTY, or give me a check.
  6. his history is completely fskd by dutky · · Score: 4, Informative
    The first 3D, first person, multi-player games that I recall were both on the Mac, back in the 1989-1991 time frame.
    1. There was a simple maze/combat game, whose name I don't quite recall (I'm thinking it was MazeWars) which offered a first-person perspective mode. Web searches turn up references to games of similar description on Sun workstations and Xerox Altos, which suggests an eaven earlier date than 1989.
    2. Spectre, which was released a few years later for the PC under the name Spectre VR, was a wire-frame tank simulation, but you played it from the first-person perspective: as if you were sitting in the tank itself. The Mac version was released in late 1991 or early 1992.
    While DOOM may have popularized the FPS genre, it was nowhere near originating it.

    I will say, however, the DOOM, and Wolfenstein before it, were the first games to produce anything like a sense of real motion on non-workstation class hardware (I'd seen nausea inducing games on SGI workstations back in 1991, but most PCs and Macs couldn't render quickly, or smoothly, enough to fool the eye). I'm still impressed with what DOOM could do on a lowly 40MHz 386.

  7. Actually, the first 3D game was for the TRS-80... by KelsoLundeen · · Score: 3, Interesting

    ... or, at least, the first 3D game I remember playing over and over and over again: Death Maze 5000 for the TRS-80 Model I. I believe this was around 1980-82.

    (I'll bet there were 3D-like games even before the TRS-80.)

    There was also Asylum I and II -- both 3D (they weren't actually 3D, but the hallways had a 3D perspective). All the games were (more or less) real-time, too: you move through the maze using the arrow keys. Every time you moved, your perspective changed. You could pretty quickly locate doors and stretches of long hallways.

    Remember, too, that the TRS-80 Model I's had really, really limited graphics: black and white and (IIRC) approximately 127 by 48. Later, you were able to buy a high-res upgrade (not sure if it was available for the Model I, but I remember the Model III/IV had the option).

    And here I'll veer off-topic slightly, but I think it's interesting to mention that these early games (and I remember a 3D maze game for the Commodore Pet, too) were amazingly addictive despite limited graphics. I wouldn't be surprised if the Timex Sinclair had some sort of 3D game. I'm sure the Apple II had 'em -- as did the Atari 400/800 and the TI 99/4a.

    What I distinctly remember -- and this was a long, long time ago -- was sitting with my buddies playing Asylum and wishing for better graphics and colors. We all thought it would never happen. (We were maybe 14, 15, at the time.) We figured games like Death Maze and Asylum were flukes. That they'd never catch on. We also figured the Infocom games -- Zork I and Deadline and Suspect -- would be the games that, over time, would last.

    Really, really off-topic, but I remember this, too: does anyone recall the old-time Infocom game packaging? How they'd include all sorts of neat floor plans, maps, keychains, buttons and badges. Those old Infocom games were really a trip: each package was different and had all kinds of cool stuff.

    *sigh*

    Anyway, flash forward twenty years. Quake 3, Tribes 2, Counterstrike.

    Little did we know ...

  8. Errors. by John+Carmack · · Score: 5, Informative

    >It (DOOM) was designed by talented people with good skills and academic degrees in
    >computer science.

    None of us had degrees in computer science. Romero, Adrian, and I don't have any degrees at all, and Kevin's is in political science.

    >It even had a simple but multithreaded "operating system" of its own to handle asynchronous
    >updates of graphics and playing sound while performing the game simulation.

    No. We made the startup sequence busy and techie in a sort of imitation of the NeXT workstations we were using at the time, but there was no multithreading going on. The sound was done with interrupt driven processing, which doesn't qualify.

    With the source code open for years, this should have been easy to check.

    >a resolution of only 320x240

    320x200

    I would take issue with some of the other vague statements made later on, but they aren't pointed enough to debate.

    John Carmack

    1. Re:Errors. by drivers · · Score: 3, Informative

      "Mode X" was 320x240 (square pixels). But you could also go into the equivalent mode in 320x200, which is is the same resolution as standard "Mode 13h" linerar frame buffer. Whether you were in 320x240 or 320x200 mode X (or several other "undocumented" tweaked modes) you still have a buffer where the next byte in the buffer is the next 4th pixel on the screen. One cool part was that you could use the hardware in the card itself to copy data between buffers as long as the copy was aligned on the same x-pixel (modulo 4). Mode X also let you do page flipping. The linear frame buffer would only let you access 64KB of video memory in mode 13h, so you couldn't do page flipping. ModeX gave you access to the full 256KB available on VGA and up, but you lost the programming simplicity of a linear frame buffer. You would have to do an "OUT" to a port to select which set of pixels you wanted to work with, like set 0 would be column 0, 4, 8, etc.

    2. Re:Errors. by denshi · · Score: 3, Interesting
      > >It (DOOM) was designed by talented people with
      > >good skills and academic degrees in computer science.

      > None of us had degrees in computer science. Romero, Adrian, and I don't have any degrees at all,
      > and Kevin's is in political science.

      Do you see a lot of these kinds of assumptions? The rest of the article doesn't show this bias, but I assumed this kind of mistake, coming from a CS prof, is the ivory tower trying to claim validity on a subject they have ignored.

    3. Re:Errors. by dmorin · · Score: 3, Interesting

      On that resolution of 320x200..? For years I've been under the impression that DOOM was one of the first games to use "Mode X" (made famous by Michael Abrash) which is what enabled the killer frame rate at a time when 320x200 plain VGA gave you really inefficient 1byte/pixel linear buffers. Mode X also gave you funky increased resolution like 320x340.

  9. Dungeons of Daggorath by Snar+Bloot · · Score: 3, Informative

    Hey, I had a "first person 3D" game for a 16K RAM TRS-80 Color Computer way back in the early 80s. Of course it didn't live up to Wolf 3D's graphics, but Wolf isn't nearly as good as Doom, either. BTW, the secret to killing whatever big nasty that lay at the end of Dungeons of Daggorath was to drop everything you were carrying except your sword and then flail away it the monster. They monsters would put picking up things on the ground ahead of fighting on their priority list.

  10. Re:historical revisionism by 11223 · · Score: 3, Interesting
    True, Descent's architecture was sort of a "one room with tunnels" approach, which meant you couldn't go outside. The way they did it was with cube-ish structures which could have walls on none, some, or all sides (but the outside needs to have walls). So, if you wanted to place a floating cube in the middle of a room, all you'd have to do is border it with 8 blank cubes.

    Interestingly enough, the engine never checked for overlaps, so third party developers did some interesting things in the name of the fourth dimension ;-)

  11. Re:Actually, the first 3D game was for the TRS-80. by John+Miles · · Score: 3, Interesting

    We figured games like Death Maze and Asylum were flukes. That they'd never catch on. We also figured the Infocom games -- Zork I and Deadline and Suspect -- would be the games that, over time, would last.

    They were. I don't see any entire communities dedicated to keeping Death Maze and Asylum alive.

    The good stuff endures. Unfortunately, it's been years since there was any "good stuff" available commercially in the interactive-fiction world.

    At some point, that's likely to change.

    --
    Dahlmann tightly grips the knife, which he may have no idea how to use, and steps out into the plain.
  12. Re:Goal Free Universe by Lemmy+Caution · · Score: 3, Insightful
    Or a company with enough smarts and the right people to market to people who *aren't* 15 year old boys and the like.

    If the women go there, the rest of the world will follow. Market a non-goal 3d virtual world to people who aren't playing Quake, not to the people who are.

  13. Re:historical revisionism by Reality+Master+101 · · Score: 3, Insightful

    I was pleased to see he at least mentioned Descent (but what does he mean by "the gaming environment was even more restricted than that of Doom"?) which offered true 3D environments ages before Quake claimed to be the first to do so.

    Descent did offer true 3D environments, but I think it's mistaken to argue that it's in Quake's technology class. My understanding is that Descent was heavily dependent on "1 room with tunnels" architecture, which was the limitation they were able to exploit to make 3D possible on a very low-end system. Quake was the first engine that offered true 3D with relatively few geometry limitations (obviously, certain geometry worked better than other geometry).

    I think it's arguable whether DOOM or Descent was more limiting. Descent was true 3D, but you couldn't do "real" architecture. Doom could do relatively real places, but was limited to 2.5D maps (i.e., you had height, but no room-over-rooms) and 2D sprites.

    This is not to knock on Descent, by the way, which was and is a great game and a solid technological achievement.

    Tomb Raider was the hardware "killer application", not Quake.

    I have to disagree, although it depends on how you define "killer application". Tomb Raider might have reached more people, but Quake has driven hardware development since day 1. Tomb Raider has never been about pushing the boundaries of hardware acceleration (they want mass-market appeal), but Quake engines have consistently pushed it.

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    Sometimes it's best to just let stupid people be stupid.
  14. R6, Homeworld, Spacsim and others missing. by Chris+Y+Taylor · · Score: 3, Informative

    This discussion seems to leave out a lot of interesting or important games and focus on just some popular 1st person shooters. There are many multiplayer 3d flying or space simulation games from the early Spasim ( http://www.geocities.com/jim_bowery/spasim.html ) through to today's Air War and World War 2 Online efforts. Shouldn't many real time strategy games be considered 3d multiplayer games, Homeworld for example. None of the 3d multiplayer role-playing games are discussed, even though they have much of the "different modes of interaction than firing big guns at everything" that the article wishes for (hacking everything with a sword, for example).

    Even in the 1st person shooter area, it fails to discuss my favorites Rainbow 6 and Rogue Spear. Playing these is not at all like playing Quake with a different colored shirt, as the article suggests. The feel is very different; it is more like a hunting game, where you are both the predator and the prey (I won my most tense and exciting game by firing one (1) well placed shot) with no health packs or body armour that you can pick up to fix yourself.

    The article is an interesting discussion of how id software has sold a lot of hardware upgrades; but it seems short on discussing new or different directions for 3d multiplayer games.

    I think some form violence will be the main mode of interaction in most 3d multiplayer games for some time to come. Otherwise, why do you need the graphics? I can play an economic game like Railroad Tychoon in 2d just as easily as 3d. As for creating some sense of community; why do you need to generate complex 3d graphics for that when you have something better: language. Imagine how confusing and bandwidth intensive Slashdot would be if it were a 3d multiplayer non-goal oriented environment.

  15. Yep, it's here, and so what? by fm6 · · Score: 3, Insightful
    Its been around for at least 4-5 years already.

    Right you are. And ActiveWorlds demonstrates that making your software "goal-free" reduces your "game" to a glorified chat room.

    It's funny how writers like Stephenson and Greg Egan manage to grossly underestimate the difficultly of modeling physical reality. The best supercomputers in existence have to strain to model relatively simple events. You may balk at my referring to an atomic explosion as a "simple event", but it pales in comparison to the problem of determining the meteorological impact of that famous Chinese buttefly. Even if we take shortcuts (Stepenson suggests ignoring the inability two objects to occupy that same space), it will be a fair number of Moore cycles before we have a serious implementation of the Metaverse.

    William Gibson got it right in Neuromancer when he assumed that the human ability to fill in the details would be a necessary part of an VR application.

  16. World War II Online by Mittermeyer · · Score: 5, Informative

    The good folks who did Warbirds have been developing World War II Online ( http://www.wwiionline.com ).

    There will be goals in the sense of successfully performing missions, being able to control campaigns by being able to post missions for others, etc. but you can pretty much wander around and drive/fly continuously from west France to Belgium- until the Me109s find you....

    If you try this game please note the stringent hardware requirements and that it's a bit buggy/laggy due to the absolutely breathtaking scope of what they're doing.

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    ________________________________________ History Must Not Fall Into The Wrong Hands ___________________________________
  17. Already here. by jsonic · · Score: 5, Interesting
    What I'd really like to see is a goal-free 3D world like the Snowcrash Metaverse, but it will take games to get there ;)

    Its been around for at least 4-5 years already.

    1. Re:Already here. by zpengo · · Score: 3, Insightful
      The difference between ActiveWorlds (and similar) sites is that they are little more than avatar chatrooms with flashier graphics. The emphasis is still on talking rather than taking action.

      I think that the ideal goal-free 3d world would be developed *without* and emphasis on talking, which would force the designers to making the world itself an interesting place to act and interact.

      I've been working on a project that combines a variety of social/physical simulations into one MMP world, which can have a variety of interfaces (graphical, text, web-based, etc.) People are born, grow up, work, play, have relationships, have offspring, etc.; The focus is on the world itself, rather than on having a pretty place to chat.

      --


      Got Rhinos?
    2. Re:Already here. by Emil+Brink · · Score: 3, Interesting

      It does, indeed. You wouldn't believe the amount of trouble the fact that our default object happens to be a nude girl has caused. In January, we did a thing with Swedish national television (SVT) at the NATPE expo in Vegas. For that, we had to dress her up in a nice business suit, since otherwise (we were told) the American television people would die out of shock or something. Of course, at the actual expo floor, various rather adult shows were being sold with some rather explicit imagery. Not to mention the live models in some booths. ;^)

      I guess one of the actual reasons for the object being what it is is that human models, in general and female such in particular, are excellent for showing off our nifty subdivision surface technology. The renderer in the shot you link to is very simple and doesn't do subdivs, but we have one that does. It's very, very, impressive stuff, and can actually compete with present (and future) game engines. No joke.

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      main(O){10<putchar(4^--O?77-(15&5128 >>4*O):10)&&main(2+O);}
    3. Re:Already here. by CaseyB · · Score: 4, Funny
      Its been around for at least 4-5 years already.

      Uh, yeah, look out Neal Stephenson, the metaverse has arrived.

    4. Re:Already here. by Emil+Brink · · Score: 4, Informative

      Or, if you're into this free software thing, you might want to check out Verse. It's not quite there yet, but we do have a nice trick or two that ActiveWorlds can't match... If you have a DiVX-codec and bandwidth to burn, check out our showreel. It's pretty nifty.

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      main(O){10<putchar(4^--O?77-(15&5128 >>4*O):10)&&main(2+O);}
  18. 3D WWW? by bartle · · Score: 4, Informative

    What I'd really like to see is a goal-free 3D world like the Snowcrash Metaverse, but it will take games to get there

    This is definately one thing that has never been, "build it and they will come." Multiple people have tried building 3D worlds and they end up sucking. The main problem is that if a game is goal free, what's the point of being there? The coolness factor wears off in time, and users go back to communicating to people using a single window rather than a full screen environment.

    The most likely way something anywhere near the Metaverse will originate will be through the current massive online games. As these game companies expand their product lines, multiple games are going to join into a single multipurpose game engine. The games themselves will only become a part of the social experience you're buying, you'll be able to wander around the "waiting rooms" with your avatar and talk to people. Exciting.

    So in conclusing, the beginnings of the Metaverse are already here. Sign up for your EQ account today and get in on the ground floor, I suspect Verant will be providing what you're looking for in 5 years.

    1. Re:3D WWW? by Animats · · Score: 4, Informative
      Metaverse...

      Somebody did that, in the heyday of VRML, around 1997-1998. You could buy real estate. They even had the monorail. The world filled up with giant monuments full of advertising, the first 3D spam.

      Try CyberTown, which is about as good as VRML gets today.

  19. historical revisionism by kaisyain · · Score: 4, Flamebait

    Ultima Underworld was out a month before Wolfensteinstein 3D.

    Although he left out System Shock, I was pleased to see he at least mentioned Descent (but what does he mean by "the gaming environment was even more restricted than that of Doom"?) which offered true 3D environments ages before Quake claimed to be the first to do so.

    Tomb Raider was the hardware "killer application", not Quake.

    System Shock, Duke Nukem 3D, Magic Carpet, and Dark Forces were single player hits before Unreal and Half-Life hit the market.

    Starsiege: Tribes was multiplayer only and came out six months before Unreal Tournament or Quake 3 Arena.

    Rainbow Six beat Counter-strike to the punch for coop play and realism.

    But other than that the article was pretty much factually correct.

  20. It's already massivly flawed by Para 2: Doom? by Bobo+the+Space+Chimp · · Score: 3, Informative

    Doom, the beginning?

    Ehhhh, that isn't the first FPS, or even the first wildly popular FPS. There's a little game called Wolf 3D, see? It wasn't some archaic thing, every nerd at that time got it and played it.

    --
    I am for the complete Trantorization of Earth.
  21. Goal Free Universe by jerw134 · · Score: 3, Insightful

    I agree, a goal free universe would rock. But the thing is, people are so used to violence in games that it would take a MAJOR company releasing a MAJOR kick ass game to even get people to take a second look at it. IMHO.

  22. Google cache (text) ... by Lumpish+Scholar · · Score: 5, Informative

    ... here. (Boy, that was slashdotted fast.)

    --
    Stupid job ads, weird spam, occasional insight at
  23. Other uses for engines by dschuetz · · Score: 4, Interesting

    What I'd like to see is an easier way to make use of the 3-D engines for things like office/home walkthroughs and the like. I've looked into this in the past, but never found anything that was all that easy to use. We're currently building a home (well, a builder is) (well, they haven't finished the sewers yet, so they're not actually *building* our house yet, anyway), and the 3-D home design software we bought to help us visualize the interior of the home is, well, cumbersome. And the walkthroughs are horrible.

    Why can't I find a quake/doom/whatever engine with a simple Visio-like front-end, so I can program in a whole house? Or office building? Or my neighborhood? (that'd look great on the web page...)

  24. This term's assignment by Rupert · · Score: 5, Funny

    is to see who can drive the most traffic to a random PDF on the professor's website.

    A+ for a slashdotting.

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    E_NOSIG
  25. Current state of gaming by SirSlud · · Score: 4, Insightful

    Quick thought, definately not air tight:

    I thought it was interesting hearing him compare the current Q3 and UT type games as being basically the same. He says "the current state of 3D gaming is like a world where no one invented anything but football, and the only difference is what color jersey you wear [paraphrase]"

    That maybe so, but football has been around for ages, and people still play it. Everyone knows the rules, and has a general idea of how to play with other people, etc ...

    Nobody wants to learn a Whole New Game or Whole New Sport (especially after dropping 70 bucks for it), so I liken the online deathmatch community to the sports world .. if we can invent any kind of ball, on any kind of field, with any kind of rules, why don't we see new sports being invented weekly? Certainly that would be more interesting? I say no; I think Q3 and UT are the 'equipment and vanue' to play Deathmatch (or arena, or ctf, or what have you). Sure, other games are sure to come along with their own unique and new concepts, but these online games are only as good as their popularity, community, and support (read: variety in competition), so it's likewise important that we dont try and re-invent the sport with every new game lest we drive off the community into more fractions that it already is. (And I should know .. I stuck around Quake 1 TF for 4 years, simply because nobody could 'copy' the game well enough using the current crop of games.) I think it's time to admit that videogames can easily have a playability of over 5 years .. while many people switch and update for the eyecandy, the real gamers value the subtle details like the physics and gameplay, and arn't neccessarily drooling for a whole new way of playing.

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    "Old man yells at systemd"