Game Development Reference
In-Depth Information
More Power Brings Better Tools
Once computers became popular for desktop publishing, the race to create better
graphics tools started in earnest. Now developers had a real market for their pro-
grams because artists in large numbers were buying computers and software. This
paved the way for companies such as Adobe and Corel to create software for per-
sonal PCs and sell the software directly to the general public rather than only to
art-production companies.
Computer manufacturers and chip makers were intrigued by this new set of com-
puter users. Artists wanted the fastest systems with the best graphics capabilities.
They were driving the high end of computer usage and represented a substantial
market for the most expensive machines.
Within a few short years the entire landscape of personal computers changed.
System memory and processor speeds increased dramatically. Digital input devices,
such as tablets, were developed. Computer monitors became larger. Graphics cards
were developed, which gave computer systems added graphic punch. The rapid
advances moved the personal computer from a tool for hobbyists to a tool for
graphics professionals.
3D Makes Its Move
Three-dimensional computer art started in applications such as military simula-
tors. The simulators were custom-built computers tied to hydraulic systems to
simulate aircraft or vehicle motion. The first simulators were not photo-realistic,
but they did give the trainee a feeling of being in a real environment. The advan-
tage of these simulators was that the trainee could make mistakes without the dan-
ger of getting hurt or destroying valuable military vehicles or airplanes.
As graphic power increased, it soon became apparent that computer art could be
used in both motion-picture and video-game productions. At first digital 3D art was
used to augment physical models or to enhance special film effects. As time went on,
however, digital 3D art started to be used more and more, until entire movies, such
as To y S t o r y and Dinosaur , were done with computer art and no live actors.
Most of the initial 3D graphics for motion pictures were created on high-powered
systems called workstations . These graphic workhorses were specially designed
computer systems with the most powerful graphics hardware available. They were
significantly more expensive than personal computers, and they ran specialized
software that was also very costly. The workstation's life, however, was destined to
be short-lived.
 
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