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History of Computer
Games
 GRAPHICS HAVE COME A LONG WAY OVER THE COURSE OF
VIDEO GAME HISTORY
 IT HAS A DIRECT CONNECTION WITH GRAPHICS
 GRAPHICS ALSO DEPENDS ON ELECTRONIC DEVICE
First Game of History
 Space War – 1962
 PDP-1 computer the size of a large car
 Two players each control a spaceship
circling a planet. The players can
shoot each other, turn their ships, and
accelerate. The goal is - naturally - to
hit the other player before being hit
yourself.
The First Commercially Available Video Game
Car Polo 1977
Galaxian 1979
A. Essentially a fancier version of
Space Invaders.
B. Perhaps more impressive were the
multiple colors used in each sprite.
C. For its time, the game was an
audiovisual treat.
Pac-Man
1. By 1980 color graphics
were the norm.
2. Pacman just wouldn't be
the same without its
colorful ghost.
2-D Era
• By The Time of 16-bit machines, it
was a far more attainable technical
feat
• It would become a common sight in
2d platformers.
3-D Starting
 In the mid 1990s sprites were
starting to become passé.
 The focus was starting to shift
towards to new wave of three –
dimensional games.
 Early 3D games were burdened with
heavy compromise.
 Metal Slug - 1996
3-D Era
o Once the 3D cards reached the market ,
they quickly became a must have
accessory for gaming.
o Modular nature of PC,s has helped them
to establish unchallenged graphical
dominance since.
o With a silky smooth frame rate , colored
lighting, detailed textures and level
geometry, Unreal and its engine would
quickly become associated with cutting
edge graphics.
o 3D technology was mature, and
hardware more powerful than ever.
So Where Do We Go From Here?
Future was crisis
 A new generation had arrived.
 The future was here.
 Call of Duty Ghosts and Far Cry
Crysis came with more realistic and
customizable option.
 The game was also ridiculously good
looking.
 Its need for a particularly powerful
machine led to the game becoming
a standard punchline for hardware
requirement.
Cinematic Effects
 Most Seem intent to replicate the
flaws inherent in lenses and cameras.
 And disguise the otherwise clean,
digital nature of computer graphics.
 Cinematic realism is alive and well.
Charomatic aberration
 Charomatic aberration is a recent
addition to some games.
 Simulating the divergence of
different light wavelength towards
the perimeter of the screen.
 Its entirely deliberate and entirely
artificial.
Depth of field
 Simulating depth of field is another
effect lifted straight from
photography.
 Selectively blurring a scene based on
focal distance, casting a sharp plane
in a sea of soft blur.
 This is normally reserved for cut-
scenes or in select cases such as
aiming down a weapons sight.
 Its difficult to implement
convincingly without tracking the
players eyes precisely.
Motion Blur
• Motion blur is an artifact of
continuous movement captured in
discrete frames.
• A simulation of exposure time, with
blurred streaks left In the wake of
rapid movement.
• It is no substitute for a higher frame-
rate but it can help smooth the
appearance of motion.
So What does the future of graphics
hold ?
Perhaps one day videogames will transcend our perception of reality,

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History of game development

  • 1. History of Computer Games  GRAPHICS HAVE COME A LONG WAY OVER THE COURSE OF VIDEO GAME HISTORY  IT HAS A DIRECT CONNECTION WITH GRAPHICS  GRAPHICS ALSO DEPENDS ON ELECTRONIC DEVICE
  • 2. First Game of History  Space War – 1962  PDP-1 computer the size of a large car  Two players each control a spaceship circling a planet. The players can shoot each other, turn their ships, and accelerate. The goal is - naturally - to hit the other player before being hit yourself.
  • 3. The First Commercially Available Video Game
  • 5. Galaxian 1979 A. Essentially a fancier version of Space Invaders. B. Perhaps more impressive were the multiple colors used in each sprite. C. For its time, the game was an audiovisual treat.
  • 6. Pac-Man 1. By 1980 color graphics were the norm. 2. Pacman just wouldn't be the same without its colorful ghost.
  • 7.
  • 8. 2-D Era • By The Time of 16-bit machines, it was a far more attainable technical feat • It would become a common sight in 2d platformers.
  • 9. 3-D Starting  In the mid 1990s sprites were starting to become passé.  The focus was starting to shift towards to new wave of three – dimensional games.  Early 3D games were burdened with heavy compromise.  Metal Slug - 1996
  • 10. 3-D Era o Once the 3D cards reached the market , they quickly became a must have accessory for gaming. o Modular nature of PC,s has helped them to establish unchallenged graphical dominance since. o With a silky smooth frame rate , colored lighting, detailed textures and level geometry, Unreal and its engine would quickly become associated with cutting edge graphics. o 3D technology was mature, and hardware more powerful than ever. So Where Do We Go From Here?
  • 11. Future was crisis  A new generation had arrived.  The future was here.  Call of Duty Ghosts and Far Cry Crysis came with more realistic and customizable option.  The game was also ridiculously good looking.  Its need for a particularly powerful machine led to the game becoming a standard punchline for hardware requirement.
  • 12. Cinematic Effects  Most Seem intent to replicate the flaws inherent in lenses and cameras.  And disguise the otherwise clean, digital nature of computer graphics.  Cinematic realism is alive and well.
  • 13. Charomatic aberration  Charomatic aberration is a recent addition to some games.  Simulating the divergence of different light wavelength towards the perimeter of the screen.  Its entirely deliberate and entirely artificial.
  • 14. Depth of field  Simulating depth of field is another effect lifted straight from photography.  Selectively blurring a scene based on focal distance, casting a sharp plane in a sea of soft blur.  This is normally reserved for cut- scenes or in select cases such as aiming down a weapons sight.  Its difficult to implement convincingly without tracking the players eyes precisely.
  • 15. Motion Blur • Motion blur is an artifact of continuous movement captured in discrete frames. • A simulation of exposure time, with blurred streaks left In the wake of rapid movement. • It is no substitute for a higher frame- rate but it can help smooth the appearance of motion.
  • 16. So What does the future of graphics hold ? Perhaps one day videogames will transcend our perception of reality,