It should be noted that in the history of computer gaming 3D has
stood for quite different things.
Roberta Williams' original 1984 King's Quest
for example was marketed as a 3-D animated adventure
since the
display was layered: the hero sprite would move behind some of the
decorations. More consistently it was used well into the 90s for what
is nowadays known as the isometric view, mostly
in the term 3D action adventure
, a popular genre at the time.
Some of the first 3D games were developed for the BBC, a platform that, like the PC, had decent computing power but no hardware sprites.
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84 | ![]() |
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Arcade | 85 | ![]() |
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87 | ![]() |
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Atari ST is the original | ||||||
| Archipelagos | ![]() |
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89 | ![]() |
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| Drakkhen | ![]() |
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RPG | ![]() |
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| Interphase | ![]() |
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Action | 91 | ![]() |
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| Alone in the Dark | ![]() |
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Adventure | 92 | ![]() |
With Wolfenstein 3D came the FPS genre, and this is where 3D development now mainly took place, though RPGs also liked to experiment with this technology.
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FPS | 92 | ![]() |
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| Spear of Destiny | ![]() |
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| Betrayal at Krondor | ![]() |
RPG | 93 | ![]() |
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| Ultima Underworld | ![]() |
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Pre-Alpha Slide Show | ||
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RPG | 94 | ![]() |
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| Heretic | ![]() |
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There had always been 3D games on the Amiga, ported and original. From about 1995 on, many developers tried to recreate the Doom experience on their platform. The results were in general not very successful.
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FPS | 95 | ![]() |
AGA only | |||
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Action | 96 | ![]() |
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| Black Viper | ![]() |
Action | ![]() |
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| Nemac IV | ![]() |
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FPS | 97 | ![]() |
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Hexen was the last game built on the Doom engine. The developers tought the old dog a few new tricks, like dead leaves blowing in the wind, but VGA simply wouldn't cut it any more. The future belonged to higher resolutions. Ken Silverman's Build Engine supplied them. It did a good job in faking a true 3D environment as well and allowed for fairly realistic maps.
Parallely Bethesda developed their XnGine, which they used the first time in 1995 for Terminator: Future Shock. It had a true 3D environment and totally free mouselook, but supported only VGA up to 1997.
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FPS | 95 | ![]() |
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Blockout | ![]() |
Jon Mayfield | |||
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Build Engine | ||||
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RPG | ![]() |
Build Engine | |||
| Daggerfall | ![]() |
RPG | 96 | ![]() |
XnGine | ||
| Genocide | ![]() |
Artillery | ![]() |
James Payne | |||
| Duke Nukem 3D | ![]() |
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Build Engine | |||
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3Dfx Voodoo patch | ||
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The first FPS that used 3D actors | |||
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sim | ![]() |
3Dfx Voodoo patch | |||
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RPG | 97 | ![]() |
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Build Engine | |||
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Build Engine | ||||
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strat | ![]() |
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Racing | 98 | ![]() |
1996/97 there are several important changes in 3D games:
2½D), the subsequent ones increasingly model their world in true 3D. The first games to do this had been Ultima Underworld, Quake, and Daggerfall; the Build engine had done a very good job at faking it.
Additionally, 2D games now increasingly use 3D effects, Diablo, for example, for the lighting of the dungeons.
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97 | ![]() |
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PSX | RPG | 98 | ![]() |
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PSX | ![]() |
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hunt | 99 | ![]() |
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strat | ![]() |
Playing Guide | ||||
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PSX | RPG | ![]() |
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Tactical | ![]() |
Michal Bačik | ||||
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Adventure | ![]() |
Ragnar Tørnquist | ||||
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Adventure | ![]() |
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Adventure | ![]() |
Around 2000, the previously dominant Glide standard was more and more replaced by Microsoft's Direct3D, which in turn was now supported by most video cards on the market. Thus 3D games were no longer restricted to gamers with specialized hardware.
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Tetris | ![]() |
Vesa Halonen | ||||
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RPG | 01 | ![]() |
Surround Gaming | |||
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Action | ![]() |
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Surround Gaming | |
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FPS | 02 | ![]() |
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race | ![]() |
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| Morrowind | ![]() |
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RPG | ![]() |
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| Neverwinter Nights | ![]() |
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RPG | ![]() |
Surround Gaming | ||
| Beyond Good & Evil | ![]() |
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Adventure | 03 | ![]() |
Michel Ancel | ||
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Action | ![]() |
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| Railroad Tycoon 3 | ![]() |
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strat | ![]() |
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FPS | 04 | ![]() |
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RPG | ![]() |
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| The Bard's Tale | ![]() |
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RPG | ![]() |
Windows 2005 | |||
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strat | 05 | ![]() |
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FPS | ![]() |
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| Blazetris | ![]() |
Tetris | 06 | ![]() |
Dmitri Kuznetsov | |||
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RPG | ![]() |
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RPG | 08 | ![]() |