Tuesday, 16 December 2014

2D and 3D Graphics



Today I'm going to talk about the two major graphics types; 2D and 3D. The advantages and disadvantages of each type and the implications of gameplay.


2D Graphics are two-dimensional images generated on a computer. This means that the image is flat with no depth. In games, this limits players to moving left, right, up and down with no Z-axis.


In video games, 2D graphics were the norm from the early seventies to the early nineties. After this point, 2D games began to de-popularize substantially. Today, 2D games are often relegated to mobile gaming platforms. This is to both optimize for processing power and optimize for control restrictions of mobile gaming platforms.


This image is from the game Tempest. It imitates depth but still has 2D game limitations. For example, the perspective is stuck in place and the player can only move left and right.



3D Graphics are three-dimensional images generated on a computer. They have a Z-axis, giving the image depth. 3D graphics are used in many industries, particularly media industries, like Video-Games, Television and Movies. In order to run 3D graphics in real time, you will need powerful hardware like a modern computer or games console.


In the games industry, 3D-capable consoles were released in the early 90’s with the PlayStation and Sega Saturn. Since then most games consoles run 3D graphics. Earlier consoles would only be capable of running a limited number of sprites in a 2D scene. Running 2D graphics isn’t always a processing power restriction. For example, despite being fully capable of running 3D games, the iPhone is often given games with 2D graphics. This is due to their simplistic nature and the design of the iPhone architecture making 2D games easier to control than 3D.


A good example of the extra depth of 3D came with the release of Super Mario 64. Released on the Nintendo 64 in June 1996, Super Mario 64 was ground-breaking with its fully controllable 3D camera. This was perhaps the first time a 3D game had been released with intuitive control of 3D perspective and control.


Tomb Raider, released in October 1996, is another good example of 3D graphics coming into their own on video game platforms. Tomb Raider offered a realistic art style that was able to transport the player into many different ancient location. While it didn’t have the intuitive and natural controls of the Super Mario 64 camera system, it offered an art style that was very realistic for the time and one of the first showcases of the possibilities of 3D graphics.

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