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- Newsgroups: alt.folklore.computers
- Path: sparky!uunet!zaphod.mps.ohio-state.edu!usc!sol.ctr.columbia.edu!news.columbia.edu!watsun.cc.columbia.edu!lasner
- From: lasner@watsun.cc.columbia.edu (Charles Lasner)
- Subject: Re: QUESTION: What was the 1st computer game?
- Message-ID: <1992Nov18.123154.25374@news.columbia.edu>
- Sender: usenet@news.columbia.edu (The Network News)
- Nntp-Posting-Host: watsun.cc.columbia.edu
- Reply-To: lasner@watsun.cc.columbia.edu (Charles Lasner)
- Organization: Columbia University
- References: <28115@castle.ed.ac.uk> <1992Nov14.002401.10531@news.columbia.edu> <13959@pogo.wv.tek.com>
- Date: Wed, 18 Nov 1992 12:31:54 GMT
- Lines: 88
-
- In article <13959@pogo.wv.tek.com> kevind@pogo.wv.tek.com (Kevin Draz) writes:
- >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
-
- Sorry to burst your bubble, but it is precisely for reason of display
- capabilities that it doesn't work. Not for the same reason as the video
- hardware inadequacy, I agree there are no "jaggies" here (the two methods do
- share the idea of outputting more resolution than can be seen, so no human
- observer could ever claim a curve was anything other than a curve), but
- because of the storage hardware, and the "overkill" of the device talking
- to it.
-
- The reason spaceware (the actual game) does what it does is because the
- tube is *not* a storage tube.
-
- It is necessary that the D-A interfaces be direct access to the screen, and
- can refresh the screen at a program-controlled (and varying) rate. The
- use of "too much hardware" inhibits this. The rocket ships have flames, not
- "vapor trails" (which you can see if you deliberately use a longer-persistance
- 'scope tube), but a simulated gaseous flame that sparkles and flits about
- even when the ship is not otherwise moving. It's quite realistic, and
- some of the same effect is imparted to the sun display as well.
-
- Thus, were the program to refresh all points at a constant rate, it could
- be argued that a vector graphics processor could also do spacewar, but
- since this isn't the case, vector graphics versions don't look like spacewar.
- Storage tube versions look even less like spacewar due to the distortion
- introduced by the storage time which gives it a "flat" look. There have
- been other storage tube interfaces to machines such as the PDP-8; DEC sold
- one with a 613 attached, and there were games for it, etc., but they
- all lacked the "dynamic" look of spacewar, which was ported to all sorts
- of hardware with one common design aspect: direct aspect D-A to the scope
- demanding program refresh, and the ability to accomplish it at a program-
- controlled rate.
-
- cjl
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