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From Doom To Dunia — the History of 3D Engines

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."

7 of 117 comments (clear)

  1. Re:For the love of... by Misanthrope · · Score: 5, Informative

    To avoid having the reader click through the quite annoying normal article split across a million pages.

  2. Re:Wolfenstein 3D? by revoldub · · Score: 5, Informative

    Title of Article: Doom to Dunia: A Visual History of 3D Game Engines
    FTA: "Now, we know what you're thinking, and we're well aware that game engines existed prior to Doom's release in 1993; we're even going to cover some. But it was id Software's now legendary first-person shooter that pushed reusable 3D game engines as a viable programming model, and videogame development has never been the same since then."

    Does it need an explanation?

  3. Errors in the article by El_Muerte_TDS · · Score: 5, Informative

    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.

  4. Forgotten game: Descent by SurfMan · · Score: 5, Insightful

    It's a shame the article doesn't mention Descent. It featured epic 6 degrees of freedom. Enjoyed that game very much *sigh*

  5. Re:Wolfenstein 3D? by Lproven · · Score: 5, Interesting

    Not only Wolfenstein - which arguably was the origin of the engine of Doom - but other significant milestones are missing.

    Firstly, Jez San's "Starglider", marketed by Rainbird. Possibly the first 3D game for home computers. ("Battlezone" ran on dedicated vector-graphics hardware.)
    http://en.wikipedia.org/wiki/Starglider

    David Braben's "Lander" and later the full game "Zarch" for Acorn's Archimedes were AFAIK the first /solid/ rendered 3D graphics on home computers:
    http://en.wikipedia.org/wiki/Zarch

    Of course, Braben's Elite was the first computer game to use any 3D at all - Starglider was /all/ in 3D.
    http://en.wikipedia.org/wiki/Elite_(computer_game)

    These seem to me to be worthy of a mention, at least an opening paragraph. So, probably, is Maze War (1973!) - just limited box-drawing, but a display of 3D and a widely-used technique.
    http://en.wikipedia.org/wiki/Maze_War

    It doubtless inspired 3D Monster Maze from 1981 on the ZX81, a machine which didn't even have graphics as such:
    http://en.wikipedia.org/wiki/3D_Monster_Maze

    3D Ant Attack from 1983, which also provided the engine for Zombie Zombie.
    http://en.wikipedia.org/wiki/Ant_Attack

    --
    Liam P. ~ "Intelligence is a lethal mutation." (me)
  6. Re:For the love of... by iVasto · · Score: 5, Interesting

    I for one applaud the editor for using the print link. It saves me from having to click through probably 5-10 pages. I wish all editors would follow suit.

  7. Midwinter for Amiga by Dan+East · · Score: 4, Interesting

    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)

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

    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

    --
    Better known as 318230.