| ▲ | deltaburnt a day ago |
| I often think about how crazy it must have been to be a game developer around this period. Almost every bit of design, math, coding knowledge was flipped on its head. Overnight developers who were managing relatively simple XY coordinates suddenly had to discover the complexities of 3D rotations, perspective math, and probably more linear algebra than they ever really expected to know. It’s even crazier we got masterpieces like Mario 64 so early into the first 3D console generation. |
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| ▲ | siva7 3 hours ago | parent | next [-] |
| > I often think about how crazy it must have been to be a game developer around this period. We're living again in this period of time were it must have been crazy to be a developer ;) |
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| ▲ | qingcharles 13 hours ago | parent | prev | next [-] |
| There wasn't much knowledge out there in the early days (80s), either. You couldn't look stuff up on the Internet. I tried to independently discover the formulas for 3D perspective by sitting with graph paper and trying to reverse engineer them. I had to look up books on 3D graphics theory and wait weeks for my local library to get them on an inter-library loan. |
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| ▲ | adamddev1 a day ago | parent | prev | next [-] |
| I remember Mario 64 felt so mindblowing when it came out, like walking into a whole new world. |
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| ▲ | dkga a day ago | parent [-] | | Yes, and I think the haptics of walking into that castle hall to explore the different tasks drove it home so well that it was a new experience! | | |
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| ▲ | codeulike a day ago | parent | prev | next [-] |
| Doom had been a few years before but what Mario 64 really bought to the table was a super intuitive analogue control stick rather than tank controls and tons and tons of polish |
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| ▲ | lukevp a day ago | parent | next [-] | | Doom isn’t 3d, it’s raycasted 2.5d. It’s a completely separate type of rendering that has nothing in common with real 3d. | | |
| ▲ | RunSet a day ago | parent | next [-] | | Quake released the day before Super Mario 64. Those 48 hours were likely the peak of video gaming. Certainly they have yet to be equaled. | | |
| ▲ | skhr0680 13 hours ago | parent | next [-] | | Mario 64 was two years ahead of its time, at a time when two years was like 10+ years now. Hardware acceleration, colored lighting, skeletal animation, free camera*. Quake (World) was a huge achievement graphically but I feel like its real contributions to history ended up being internet play and WASD Both games were mind-blowing then and are still fun now. * It's nuts to me that we had to wait until 2004 with San Andreas to get a modern "left stick moves, right stick looks" in third person games. The N64 was 90% of the way there, but didn't stick the landing for whatever reason. | | |
| ▲ | iainmerrick 8 hours ago | parent [-] | | Is that from San Andreas? I’m sure it was around earlier than that. I think PoP: Sands of Time has that kind of camera control, and apparently that was 2003. I always assumed it was even older than that. If it wasn’t GTA or PoP, who did pioneer that camera control style? I’d say it’s just about the only (arguable) flaw in the Mario 64 controls, everything else is absolutely spot on. |
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| ▲ | Forgeties79 a day ago | parent | prev | next [-] | | Idk man PS2 era was insane too | |
| ▲ | ranger_danger a day ago | parent | prev [-] | | Of course this depends on your definition of "equaled", but GTA5 is the single highest grossing entertainment product of all time. I'd say it dwarfs all other games ever made to date by a long shot. | | |
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| ▲ | doubletwoyou a day ago | parent | prev | next [-] | | First of all, DOOM isn’t raycasted. Second of all it’s 3D in the sense that all objects have xyz coordinates and can move in that space. You can miss the monsters by having a rocket go over their heads. The main limitation is that the levels couldn’t have more than one ‘room’ per vertical space. The rendering can still be implemented as polygons (making it true 3D rendering) whilst still maintaining the same level-based limitations, as we can see with DOOM 64. | | |
| ▲ | Stalker_Aloy 3 hours ago | parent | next [-] | | Doom is definitely raycasted. John Carmack was on the Lex Fridman podcast a few years back and talked about the Doom implementation coming off of Wolfenstein 3D:
https://www.youtube.com/watch?v=I845O57ZSy4 | |
| ▲ | dcrazy a day ago | parent | prev | next [-] | | Yes, Doom renders walls in a way that is broadly similar to to how contemporary GPUs work. Doom sorts the walls in view space via the BSP tree, transforms them to screen space, breaks them into non-overlapping spans of screen columns, and then fills each column’s pixels with the wall’s textures. The floor and the sky are not geometry. | |
| ▲ | RobRivera 19 hours ago | parent | prev [-] | | It is 2.5D in the sense that no plane may overlay any other plane. Please dont redefine what 3D means to a forum of smart developers |
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| ▲ | amiga386 a day ago | parent | prev | next [-] | | Most people would call DOOM a 3D game. Its popularity spelt the end of 2D games which is why people bring it up. It doesn't matter that it's raycast with billboard sprites, it was first-person-perspective with pixel-perfect lit texture-mapped wall and floor rendering with lifts and stairs. 3D enough. | |
| ▲ | em3rgent0rdr a day ago | parent | prev | next [-] | | Hey, Mario 64 isn't "real 3d". It is just a projection of 3d coordinates to 2d triangles on a 2d screen. | | |
| ▲ | ranger_danger a day ago | parent | next [-] | | > It is just a projection of 3d coordinates to 2d triangles on a 2d screen. IMO It depends on how you view it. You can render the game stereoscopically and see a different view in each eye... then I would call that "real 3d". | | |
| ▲ | uniq7 8 hours ago | parent | next [-] | | Nah, that would still be just 2 projections. If you could perceive real 3D, you would be able to "see" completely everything in a scene, including the back of objects, or objects behind other opaque objects. | |
| ▲ | flobosg 20 hours ago | parent | prev [-] | | > You can render the game stereoscopically and see a different view in each eye... then I would call that "real 3d". That’s exactly what the Virtual Boy does. |
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| ▲ | n64gotthepassto a day ago | parent | prev [-] | | [dead] |
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| ▲ | lostlogin a day ago | parent | prev | next [-] | | As a Marathon fanatic, it killed me that the game didn’t get more love. I recall watching a Doom game and someone shot a rocket at a player above them. The path of the rocket was bizarre and being baffled that this was ‘good’. It was a fun era to live through as the progress was so quick. | | |
| ▲ | alexjplant a day ago | parent | next [-] | | I only really got into Marathon several years ago and played Doom/Doom 2 not too long afterwards. IMHO there is a serious case to be made that Marathon is superior on every axis (music/sound excepted) but I absolutely understand why Doom had greater mass appeal. They're both a lot of fun but for me Marathon 2 is tops (and there are a LOT of homages to the series in later Bungie games - the 343 Guilty Spark escort level in Halo: CE is basically a redux of the alien ship crawl waiting-for-doors bullet hell level from Durandal). I still have yet to finish Duke 3D. Next time I'm in between jobs I'll hit it up. | | |
| ▲ | duskwuff a day ago | parent [-] | | > the alien ship crawl waiting-for-doors bullet hell level from Durandal) "If I Had A Rocket Launcher, I'd Make Someone Pay" [1]? But yes - my impression was always that the Doom games mostly focused on having cool levels, with plot as an afterthought. Marathon gave more of a sense of the levels having been designed around a plot. [1]: https://marathon.bungie.org/spoiler/m2/14.shtml | | |
| ▲ | to11mtm 20 hours ago | parent | next [-] | | > But yes - my impression was always that the Doom games mostly focused on having cool levels, with plot as an afterthought. My understanding is that yes, and that was part of Tom Hall parting ways; based on the alpha versions and the 'Doom Bible' it was intended to be a more story driven experience, closer to Marathon. That said, The engine could support such at least with some enhancements. Strife is still one of my favorite games if that era thanks to the 'living world' feel, even if it has some nasty ways to get in a hostile overall world state or dead end. | |
| ▲ | bebop a day ago | parent | prev [-] | | Interesting, that is the chorus from Bruce Cockburns “If I Had a Rocket Launcher” |
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| ▲ | tapoxi a day ago | parent | prev [-] | | Marathon having voice chat in 1994 was mind-blowing |
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| ▲ | RicardoLuis0 a day ago | parent | prev | next [-] | | doom's rendering is 2.5d (but is still fully accurate to 3d rendering, if the pitch of the camera is fixed to 0), but doom's _logic_ is fully 3d (the only reason enemies were infinitely tall was to save on cpu speed (and different to enemies, projectiles always had full 3d collision), it was just a few lines of code change to make them have real height for player-enemy collisions, which was done in heretic, another game using the same engine as doom) | |
| ▲ | ranger_danger a day ago | parent | prev [-] | | If we're going that hard, I would argue anything that's not viewed stereoscopically by definition cannot be 3D. |
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| ▲ | deltaburnt a day ago | parent | prev | next [-] | | Yeah I meant less that 3D games were invented out of nowhere when the PS1 or N64 released. It's more that a large majority of developers, especially ones on console, were thrust from 2D to 3D development. | | |
| ▲ | qingcharles 13 hours ago | parent [-] | | When we started Abomination[0] it was born from X-Com which was totally 2D. It was assumed this was going to be 2D. Then we tried to create all the characters and monsters we wanted and ran out of RAM instantly with all the rendered angles. Slapping my own 3D engine on wasn't too hard, but there was no tooling in those days. How do I get the meshes and textures out of 3D Studio Max into the engine? Who can I call? Nobody. You had to work all this stuff out from first principles. It was a grind. [0] https://www.zombs-lair.com/abomination |
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| ▲ | MiroslavPokorny 11 hours ago | parent | prev | next [-] | | Doom controls are horrible, you dont really walk or run, its just a horrible slide or move in that direction. Not saying Mario is perfect but it does feel more realistic in comparison and its a very good first attempt considering there was nothing like it before. | |
| ▲ | Forgeties79 a day ago | parent | prev [-] | | The original demo they did for folks was apparently crazy clunky too and they adjusted a ton after |
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| ▲ | rjh29 a day ago | parent | prev | next [-] |
| 3D had been in arcades earlier (e.g. Virtua Racing in 1992, four years before) but having to figure out how platforming works in 3D was the true genius. They really knocked it out of the park. |
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| ▲ | MiroslavPokorny 11 hours ago | parent [-] | | Driving a car is much "simpler" compared to thinking of the mechanics of making a character move in 3d, with the running, walking, jumping etc. |
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| ▲ | bob1029 a day ago | parent | prev | next [-] |
| Imagine their dismay when they realized they actually need 4x4 matrices and weird math invented in the 19th century. Just getting 3d triangles working is a mess (winding order, normal direction, etc). Clipping them correctly as they intersect the view frustum is a next level nightmare if you don't have a known-good implementation or reference text available. |
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| ▲ | mrandish a day ago | parent | prev [-] |
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