|Written by Adam Wannamaker|
The Evolution of Game Basic 3D ™
An aspect of duoh! that I have never talked about is the creation and technology behind the development of Game Basic 3D. I would like to start by teaching you some basic video game fundamentals and journey far into the depths of some of the most astounding realism you can expect to see possible in our not to distant future. I see this small series of articles as filling a gap in the resources available to the community and inspiring prospective game developers.First let me turn back the clock a little. It all starts somewhere in 1989 with that repulsive machine called Nintendo. When I was just five years old I had received my first Nintendo, and it wasn’t long afterwards before I was extraordinarily obsessed. I remember several occasions awaking in the basement the next morning with the controller glued to my fingers. I was told I would sleep walk, and apparently occupy myself with a decent video game. I was admitted to a few doctors for a short while about these bizarre episodes. But believe it or not I still play with that old calculator more than any other console today. I seem to hold some strange telepathic link with it.
About a year or so later I received my very first personal computer called the Coleco Adam. Running at only 4mhz it was basically a piece of junk even for the time. I got a few games and technical applications running but unfortunately the machine was indubitably worthless, and I eventually gave up on it.
I can’t precisely remember at what point, but before I was eight I finally received something that I was really looking for. It was the famous Commodore 64. It wasn’t much in speed; I even think it was slower than the revolting Coleco. However I did manage to upgrade to a 128 model just a few months later.
Why did I want this? Well not only were a lot of the original Nintendo games available, but some were actually developed specifically for this system. This obviously enabled me to eventually hack down those original sources and really learn how the video game technology worked at the time. Surprisingly I ultimately noticed that the algorithm hadn’t really changed at all since all this time has progressed.
I was unable to retrieve better equipment for several more years, though I was fortunate enough to have gained access to a school administrative computer almost every day to do my biddings. This resulted in me constantly impressing all the other kids. I would supply them with recent video game titles I found on local bulletin board systems to keep them quiet while I used the internet connection and began my research.
The Game Basic 3D™ project did not officially start until shortly after I turned twelve when I finally received a computer with some real power. I couldn’t even begin to compare it to today’s technology, but it was amazing even for that point in time. Running at 166MHz with a total of 16MB of ram, and 4MB 3d accelerated video; That was all I needed to study the whole aspect of 3d terminology. Unfortunately it was also very complicated work, and took several more years before I even began to understand what I was doing. Willingly I did manage to develop a lot of imprudent 3d applications as the years moved forward. Some of which helped me with my evolution, and others that are still completely useless.
Although I am going to be covering incredibly optimized Visual Basic and handling OpenGL as the primary graphics library, this series is not intended as a complete reference to either but more of an advance set of tutorials for revolutionary video game environments.