Three-dimensional

Three-dimensional means having three dimensions, those being height, width, and depths - coincidentally, just like in real life. This is usually displayed in video games using 3D polygons.

However, this is different from early two-and-a-half-dimensional, sprite-scaling techniques such as Mode7, ray casting (like Doom and Duke Nukem 3D), and many 16-bit arcade games, which used advanced mathematical calculations to simulate 3D by rotating or scaling sprites and textures to simulate a 3D effect, such as the Super Scaler technology. Even games like F-Zero and Super Mario Kart, while satisfying the requirements of having height, width, and depths, relied on technologies like Mode7 for rotating and scaling sprites to simulate "Three Dimensions".

History


3D polygon graphics first appeared in the 1980s, in the arcades (with games like Winning Run in 1988 and Hard Drivin' in 1989) and on computers (with games such as Plazma Line in 1984 and Wibarm in 1986), before making its way onto consoles in the 1990s. The first mainstream success for 3D graphics were the revolutionary early 90's arcade hits by Sega and Namco, including Virtua Racing (which popularized 3D graphics in 1992), Virtua Fighter (the first 3D fighting game in 1993), Ridge Racer (which introduced 3D texture mapping in 1993), and Daytona USA (which introduced texture filtering in 1993).

The first console to attempt 3D polygon graphics was the Sega Mega Drive, with games such as Star Cruiser (1990) and Hard Drivin' (1991). There were also several Super NES and similar-era games that used technology like a Super FX chip (like Star Fox and Super Mario World 2: Yoshi's Island) to achieve grainy 3-D effects. Soon after, 3D gained mainstream attention on consoles with the 1994 launch of the Sega Saturn and Sony PlayStation, both of which emphasized 3D as selling points. Three-dimensional video games soon came into their own in the mid-1990s, with the success of the Sega Saturn, Sony Playstation, and Nintendo 64.