[HN Gopher] Flight Simulator gave birth to 3D video-game graphics
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       Flight Simulator gave birth to 3D video-game graphics
        
       Author : rbanffy
       Score  : 37 points
       Date   : 2023-02-27 11:20 UTC (1 days ago)
        
 (HTM) web link (spectrum.ieee.org)
 (TXT) w3m dump (spectrum.ieee.org)
        
       | bitwize wrote:
       | It's typical Gatesian tackiness to compare the first heavier-
       | than-air flight to the Web. Much as the Web has changed things,
       | flight was a much more profound change. It made the world more
       | physically connected, completely upended warfare, and fulfilled a
       | dream held by humans for millennia.
        
         | alex_sf wrote:
         | All three of your examples also apply to the internet.
        
           | rbanffy wrote:
           | Indeed, but making the world more connected through flight
           | made us believe that giving voice to everyone with the
           | internet was actually a good idea.
        
           | bitL wrote:
           | Since the VC-backed beginning of "social", Internet became a
           | shared cesspool with gamed interactions. Not really a
           | fulfillment of a dream of the majority of humanity.
        
             | alex_sf wrote:
             | That's not fair at all. Unless you're prepared to say that,
             | given the opportunity, you would turn the internet off,
             | this is just rhetoric.
        
               | bitL wrote:
               | Dunno, I remember early Internet; I think we will see it
               | getting in a much worse shape with ChatGPT/Stable
               | diffusion-like tech deployed at scale. Pointless
               | interaction with bots all the time on bot-generated
               | websites with viewers being gamified to spend as much
               | money/attention as possible, original human-made content
               | disappearing everywhere.
        
       | doctor_eval wrote:
       | I used to play the first version of subLogic's T80-FS1 flight sim
       | on my TRS-80 clone.
       | 
       | That is all I came here to say.
        
         | hummus_bae wrote:
         | I always wondered how it worked. It seems to me that with its
         | limited hardware, it can only display ground features, not
         | whole 3D surroundings. Am I completely wrong? Is it something
         | like this?
         | 
         | https://www.youtube.com/watch?v=umZYSY1fSQk
        
       | geocrasher wrote:
       | I've been playing MSFS since Flight Simulator 4, on a 286. The
       | latest incarnation is nothing short of incredible, especially
       | compared to how good early versions were for their time. What
       | they've done with the latest version blows me away every time I
       | play.
        
         | geff82 wrote:
         | I have only one grief with (all) PC Flight Simulators: the
         | feeling on landing. As a private pilot, I find that takeoff and
         | flight is actually quite well simulated, but not the landing.
         | In a real small plane, the controls begin to feel wobbly, you
         | feel the floating on the cushion of air, you feel the wind: all
         | totally different in the simulation. I wonder how they could
         | get it right.
        
           | bitL wrote:
           | For some reason when using VR I feel like MSFS 2020 landing
           | is realistic that I get the ground effect keeping me afloat
           | longer; wind sometimes pushes me to a side as well. I used to
           | fly sailplanes which were extremely sensitive to these things
           | and that feeling is there again in VR.
        
           | smoldesu wrote:
           | BeamNG has some interesting ideas for future simulators to
           | take note of: https://youtu.be/ZBwGK2zuNOk
           | 
           | It's a "worst case scenario" idea for driving simulation,
           | where each piece can be deformed and tracked to implement
           | various features. As a result, the driving feels more like a
           | collection of pieces rather than one mesh with consistent
           | acceleration. It's subtle during regular gameplay, but
           | emerges excellently in high-stress scenarios like hard
           | corners or crashes.
           | 
           | Hopefully the next frontier in simulation titles is
           | distilling these simulation ideas into mechanics that are
           | both fun and accurate. It feels like the tech is there, but
           | the will to design a realtime physics-based flying simulator
           | isn't.
        
         | rbanffy wrote:
         | My first one was Sublogic's FS3 (same software, but Microsoft
         | sold it for PCs and Sublogic sold it to other platforms). When
         | I realized I could use Sublogic's Jet with the FS3 disk for
         | scenario, I quit the little Cessna and started to fly an F-18
         | all over the place.
        
       | gabereiser wrote:
       | I played MSFS on System 7 Apple Mac Performa back in 1992 or so.
       | It was the first game I ever played with 3D graphics that I can
       | remember so I'm keen to agree with the article. Wolfenstein 3D
       | was actually 2.5D but both of them were probably equally
       | responsible for 3D real-time graphics today. I say real-time
       | because Pixar has been doing 3D since the 80s with SGI and there
       | was a wireframe 3D game called Elite that was popular. Without
       | filling in the polygons though they missed being the grandfather
       | of it all.
       | 
       | *edit* I found the version, version 4, here:
       | https://www.mobygames.com/game/2103/microsoft-flight-simulat...
        
         | flohofwoe wrote:
         | IMHO the '3D craze' only really started with Doom (even thought
         | that isn't 3D either - but it fools the player well enough).
         | Watching a 5 fps 'slide show' is only so impressive, even when
         | it's fully 3D rendered, but playing Doom fullscreen, 'per-pixel
         | textured' at 35fps was a frigging psychedelic experience at the
         | time.
         | 
         | ...my first 3D games were actually on the Amiga, Damocles,
         | Tower of Babel, Falcon, Flight of the Intruder(!), Birds of
         | Prey, Gunship, all great games, but nothing compared to Doom.
        
       | krmblg wrote:
       | I just realized that "3D graphics/flight sim" was kind of a
       | hardware/tech benchmark back then (prior to the (PC) demo scene).
       | 
       | Iirc my first MSFS was either 1.0 or 2.0 (?) and I played a lot
       | of subsequent titles that featured some more or less
       | sophisticated 3D tech (Lightspeed, Microprose titles like e.g.
       | F-117A etc, Gunship 2000, Strike Commander, Falcon (3.0?), Wing
       | Commander, Comanche ("whoa, Voxels!")..
       | 
       | It was sure enough to save up for a CH Flightstick Pro and/or
       | that Thrustmaster Stick "with the coolie hat".
       | 
       | But the first title that felt truly immersive in terms of 3D
       | (albeit confusing at times) was Descent.
       | 
       | So I'd also assume this type of games caused some niche
       | industries to flourish (both hardware and "consumer-grade
       | military sim" software companies.
        
         | tomduncalf wrote:
         | Wow, yeah Descent was super impressive at the time
        
       | tstrimple wrote:
       | Interestingly I've always thought that Elite was the first game
       | with 3d graphics, but the timeline doesn't seem to agree. Elite
       | was developed in 1982 (published in 1984), while MSFS was
       | developed in 1976. I wonder why Elite is still considered by many
       | to be the first game with 3d graphics.
       | 
       | https://www.frontier.co.uk/our-games/our-gameography/elite
       | 
       | > "Elite set many firsts, and was the first genuine 3D game on
       | home computers. Even many years after its release it is fondly
       | remembered. For example "Probably the best computer game ever"
       | (The Times, December 1988). It went on to sell around 1,000,000
       | units, and is popular still, having appeared on most popular
       | formats."
        
         | flohofwoe wrote:
         | Probably because home computers like the C64 were _a lot_ more
         | popular (and cheaper) than boring  "office PCs" in the 80's (at
         | least in Europe, don't know how it was in the US).
        
         | layer8 wrote:
         | Your quote says "on home computers". IBM PCs, on which MSFS ran
         | on, were not considered home computers [0]. In the 1990s, home
         | computers were finally displaced by the PC (and by consoles)
         | for gaming, and the PC effectively took over the role that home
         | computers used to serve. But the term "home computer" wasn't
         | used any more, at least partly because PCs were always also
         | business computers.
         | 
         | [0] https://en.wikipedia.org/wiki/Home_computer
        
         | tverbeure wrote:
         | I don't think I've spent more hours on a single game than Elite
         | on a Commodore 64. Back in the day, it wasn't clear what were
         | the requirements to level up your rank. I never made it past
         | Deadly, which IIRC was the last level before Elite.
         | 
         | I later played it on a 286-based PC, and made Elite level in a
         | few days, which was a huge disappointment. It was supposed to
         | be an incredibly achievement to make it that far!
         | 
         | Turns out that leveling up was based entirely on the number of
         | ships you shot down. They probably just dialed it down for the
         | PC?
         | 
         | Either way, it was a fantastic game.
        
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