Computer Graphics during the 8-bit Computer Game Era

نویسنده

  • Steven Collins
چکیده

The technologies being employed in current games have advanced to the point where computer game companies are now leaders in graphics research and indeed the requirement for realistic real-time graphics has arguably driven graphics research in areas such as image based rendering and visibility processing. This article will explore the early 8-bit computer industry (from about 1982 to 1990) and in particular the graphics architectures, algorithms and techniques being employed at that time in computer games. Rather than attempt a complete review of all the machines available at the time (including the coin operated cabinets, the dedicated home games consoles and the more general 8-bit home computers), I’ll concentrate on what I know best, the Commodore 64, which was inarguably the most successful of the 8-bit machines but will also have a brief look at the Atari 400/800 and Sinclair Spectrum for comparison. In later sections, I’ll outline the architecture of the 64’s graphics sub-system (and compare it with some of its main rivals), list some of the graphical techniques used in different genres of games and will also explore some of the more esoteric effects that can be squeezed from the 64 by exploiting quirks of its video chip. First, though, we’ll look at the birth of the industry which has surpassed even the movie industry in annual turnover.

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تاریخ انتشار 1998