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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.
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,