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Development Analysis of a 3D Game Engine Using Object Oriented Software Engineering
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Abstract
Real-time rendering is one of the most dynamic areas in computer graphics. Three dimensional computer games are in other way the most profitable commercial application of real-time rendering (and Computer Graphics as a whole). With every generation of 3D accelerators we see nicer and more realistic games with new effects and more complex models. History of 3D real-time rendering in computer games falls back to year 1984 to 8 bit computer ZX Spectrum. On this computer with 4 colors and memory of tens kilobytes was 3D game peak of programmers art. Later a bit more powerful 8 bit computers Amiga (also in 16 bits) and Atari came, and graphics (mostly on Amiga) was better. When first 16 bit PC's came and company id Software (and mostly programmer John Carmack) created in 1992 game Wolferstein 3D, it was a revolution in world of entertainment. It was first game, where textures were used. All objects were painted using billboarding method. In year 1993 again id Software overcame themselves and with game DOOM. It was a good 3D game. In year 1995 next revolution game Descent came by Parallax software. It allows free movement and rotation in every direction. Finally in year 1996 Quake (again Carmack and id Software) came. It was a breakthrough in 3D computer games. It uses all models as 3D model and hence no billboarding. So this was the period when revolution in computer game industry has been started.
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