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- Path: sparky!uunet!news.tek.com!shaman!pogo!kevind
- From: kevind@pogo.wv.tek.com (Kevin Draz)
- Newsgroups: alt.folklore.computers
- Subject: Re: QUESTION: What was the 1st computer game?
- Message-ID: <13959@pogo.wv.tek.com>
- Date: 18 Nov 92 08:52:36 GMT
- References: <wingo-101192101626@wingosmac.apple.com> <28115@castle.ed.ac.uk> <1992Nov14.002401.10531@news.columbia.edu>
- Organization: Tektronix, Inc., Wilsonville, OR.
- Lines: 51
-
- In article <1992Nov14.002401.10531@news.columbia.edu> lasner@watsun.cc.columbia.edu (Charles Lasner) writes:
- >>
- >>The Tektronix 405x series desktop micros (6800 based?) had a nice
- >>spacewar type game (I've never seen the real spacewar so the similarity
- >>is based on my interpretation of other people's description - several
- >>levels of indirection there). You didn't need to turn off the
- >>persistence to make a usable game since the initial drawing was so much
- >>brighter than the stored image. The ships were just redrawn
- >>continuously, making a bright image, and the stored afterimages left a
- >>trail behind each ship. The screen got a little cluttered after while,
- >>but it wasn't distracting or anything.
- >>
- >>Sam
- >A crude approximation.
- >
- >Many people have discussed the shortcomings of video adaptations of games
- >trivially written for D-A and scopes. The tradeoffs are large, and
- >all subtleties are destroyed.
- >
- >Video games move objects by display lists which have objects deleted, or
- >possibly you use XOR logic to display planes to erase the object and then
- >redraw a similar one at another position. Any approach like this is crude
- >compared to the truly random access X-Y coordinate system of an analog
- >scope.
-
-
- Charles, the 4050 computers essentialy used storage scopes as displays, and
- were addressed through DA converters. In fact, Tektronix developed DVST
- (direct-view storage tubes) for 'scopes, and later used them as displays for
- computers, because they could (and did) offer resolution up to 12 bits X & Y
- without the need for the attendant refresh RAM.
-
- Vectors, ovals, etc. were drawn from point-to-point (directed beam, not
- rastered), and using low-pass filters, were truly analog in appearance,
- especially considering there were only 11" diagonally on which to map all
- these bits of resolution.
-
- In fact, you could recreate any image that a 'scope could display on a DVST
- computer (though not necessarily in realtime, due to CPU limits those days).
- But for a game with limited graphics requirements, as compared to real time
- scope waveforms, the machine could do it.
-
- I never saw the original spacewar, so I can't refute your label of this
- implementation as a "crude approximation", but if so, it certainly isn't for
- the reason of display capabilities.
-
- KD
- --
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