Jun 11

This model was created by Andrew Comb. It took six years to model in Lightwave 3D, and has a total of nine million polygons.

Once upon a time, a handful of pixels madeth the space invader. Graphics were iconic, not representative: a picture on the box or manual showed you what it was meant to look like, and your mind filled in the necessary gaps. Nobody could have predicted that in just 20 years, we’d be immersing ourselves in realistic living cities, flying over gorgeous tropical islands and going head-to-head with astoundingly rendered characters – and not even being particularly impressed. But in years to come, modern games like Grand Theft Auto IV and Crysis will look just as dated as the classics we remember from the days of yore. In fact, they’ll probably look more so: while the simplicity of a retro game’s look has a certain charm to it, old 3D titles tend to flat-out look old. Try almost any hit game of the mid-to-late ’90s for proof of that.

3D is about more than just pretty graphics. Done right, it makes gameworlds come alive. A 2D sprite can only do what it’s been drawn to do, while a 3D character has a complete endoskeleton and can respond naturally (at least in theory) to anything that happens – the classic example being ‘ragdolls’, where a fallen enemy doesn’t simply slump to the ground in a canned animation, but tumbles off the railing and lands with one arm draped over a step.

You can create worlds rather than merely levels, unlocking the player’s ability to truly explore and experience the world as the character would. You can build simulations ready to be poked and prodded, abused and enjoyed.

It’s phenomenally powerful, to the point that many nominally 2D games are now really 3D ones viewed from a locked perspective, so that they can better use the possibilities of animation, physics and art assets. Why render hundreds of frames of animation you may not be happy with when you can make a model and keep tweaking it until it’s perfect? You may lose some of the old-school charm, but you gain far more.

Dawn of a dimension

The first big 3D success was Battlezone, a tank game released in 1980 that used vector graphics to create its work, much like Asteroids. While a simple game by modern standards, it was fiendishly complex for such an early example, offering the ability to go anywhere in an (admittedly featureless) world, hide from attacks and fight enemies.

Battlezone was thought to be so realistic that the US Army used it to train tank gunners.

Not impressive enough? In 1987, the first Freescape game, Driller, hit the shelves. It offered a full 3D world on platforms as basic as the Spectrum, and was an actual game rather than just a tech demo. Next to that, it didn’t matter that it was ugly, the frame-rate was abysmal and the game itself wasn’t actually much fun – it got lots of attention.

The Freescape engine in its various forms was used in several famous releases, including Castle Master and its sequel, and the all-out 3D Construction Kit. Legend has it that someone somewhere once made something other than a surreal, unplayable mess in this, but we never saw it. Freescape also made it onto TV, in the form of the absolutely atrocious Craig Charles vehicle Cyberzone, one of the most toe-curling attempts at creating a games-related TV show ever. Thankfully, all that remains of it is a single YouTube clip – and that’s painful enough. Most of the early 3D games stuck to simpler technologies. These days, we think of 3D as free-roaming, real-time engines, but back in the day, simply getting a game to look 3D was impressive. As early as 1981, games were achieving this feat – 3D Monster Maze was terrifying a generation with its slowly updating screens and roaming T-Rex, and the first Ultima game was offering a very advanced hybrid of block-by-block movement 3D graphics for its dark dungeons alongside a top-
down 2D overworld for exploration.

Interestingly, while most developers kept pushing further towards 3D, Ultima ended up pulling back, switching entirely to a top-down sprite-based system for the series’ glory days. The 3D element later developed into its own spin-off – the Ultima Underworld games – before returning for the series’ sadly disappointing final outing – the buggy, system-murdering Ultima IX: Ascension.

Faking it

The problem has always been the same: the potential of 3D fights with the limitations of current systems, whether it’s simply displaying the graphics in the first place or making them look as good as other art styles. Going back to an early ’90s 3D game now is almost painful. Flat faces, non-moving lips during conversations, stick-figure character models, smeary textures and appalling animation… the list of problems goes on. Some games got past this, sometimes bizarrely – most obviously Core Design’s legendary heroine Lara Croft, who managed to become an international sex symbol despite looking like a pointy-chested Pinocchio. Most survived simply because playing a 3D game felt futuristic, even if the lack of polygons our PCs could push out meant that 2D games were usually much more detailed.

For much of 3D’s history, the trick has been getting the effect of the third dimension without having to do it for real. The early Wing Commander games gave the illusion that you were flying through 3D space, but really they were just scaling sprites up and down. In first-person shooters, it quickly became clear that walls were easy thanks to their incredibly simple geometry, but snarling hellbeasts dripping blood from their fangs were asking a bit too much. So developers compromised. The worlds themselves were made in 3D, initially just as mazes. Then, as texturing became more advanced, more realistic-looking areas were created, like those in Catacomb 3D.

Interestingly, the state of the art varied dramatically across genres. Shooters had to be fast and fluid, so they were kept simple. In the case of early games like Core Design’s Corporation, things were stripped down so much that the engine didn’t even bother with textures. Id’s first breakout hit – Wolfenstein 3D in 1992 – had textures to depict the inside of its supposed Nazi castle stronghold, but all the maps were completely flat and the interaction was limited to just opening doors and shooting enemies. Ultima Underworld, which came out in the same year, had sloped surfaces, advanced lighting effects, dialogue, puzzles, magic systems, physics, 3D objects, a real plot, the ability to look up and down instead of having your view locked straight ahead and much more.

Ultima Underworld could afford to push these limits because as a role-playing game, it was inherently slower than a shooter, and the audience was more willing to accept the necessary limitations, like the small viewing window. It didn’t hurt that while publisher Origin’s official motto was ‘We Create Worlds’, its unofficial credo was ‘Your PC Will Cry’. It never did worry about system requirements…

Two and a half dimensions

For performance and sales reasons, most games were stuck in what was dubbed 2.5D until the launch of Quake in 1996. Quake wasn’t the first genuinely full-3D shooter in the modern style, but it was the one that made 2.5D officially obsolete. These faux 3D or 2.5D games were flat maps, where areas could be raised and lowered (and in later games like Duke Nukem 3D, sloped), but you couldn’t have one room on top of another. Some games pretended otherwise, but it was generally a trick – the player would be silently teleported as they crossed the room’s threshold. Descent provided a full 3D world made up of polygons in 1995, but only a basic one – it was a series of sprawling mineshafts. The Star Wars game Dark Forces offered rooms above rooms, but otherwise stuck to the standard technologies on display in any other shooter of its era, including sprites.

First-person shooter bosses like this were unheard of before Quake was released in 1996. Now, they’re standard issue.

Sprites were a growing problem. By the mid ’90s, level design was getting more and more impressive. By modern standards, the opening cinema level in Duke Nukem Forever is empty and unconvincing, but to an audience used to bland military base corridors and castles, the realism was incredible.

Almost all these games were able to do this because they saved their 3D for the world. Actual characters were pre-drawn 2D images, pasted in to the game. Not only did they increasingly look weak, not part of the scenery and incredibly blocky up-close, but they also didn’t fit. Games could scale sprites to deal with the player getting closer to and further away from them, but when they started offering the ability to look up and down (first made popular with Heretic, a 1994 fantasy game) the effect showed its limits, with sprites shearing and increasingly looking like the cardboard cutouts they were.

A little voodoo magic

Games had to get more advanced, but the performance wasn’t there. Quake brought full-3D worlds and enemies to the field in 1996, but at the cost of visuals. Technically, they were better, and the improvement in animation was stunning – an early sequence where a snarling Fiend leaps out of a door to attack the player directly is one of many gamers’ fondest memories, to say nothing of the first episode’s room-
sized, lava-throwing monster Cthon. But the world was still drab, ugly and simplistic, with enemies that looked like they’d been knocked into shape with a sledgehammer and textures that would have lowered the tone in a morgue. Like all graphics technology, this quickly improved over the next few years, but it was increasingly obvious that simply throwing more CPU power at games wasn’t going to cut it.

Not alone, anyway

Most people didn’t really see the need for dedicated video cards at first because, to put it bluntly, there wasn’t much of one. Games increasingly offered a high-end mode that offered a higher resolution and additional effects without a specific need for extra hardware – bar a hefty processor. This high-end mode slowly became the standard experience, yet it was a long time before video cards became mandatory for playing PC games. Even technical showpieces like the original Unreal would run in so-called ‘software mode’. There wasn’t one big game that marked the transition, more a slow giving into inevitability.

Dedicated 3D cards came into their own around 1997, with several competing, mutually incompatible brands fighting it out for dominance. By far the most successful was 3DFX with its Voodoo cards. Even now, with built-in low-end 3D a standard on motherboards, a separate 3D card is mandatory for most games. On the plus side, the dominance of DirectX means that you don’t need to worry too much about which card to buy.

Individually, the abilities offered by 3D cards don’t sound too exciting. In the late ’90s, the core functions were transformation, clipping and lighting – in short, getting the card to work out where items in the world were and how they should be lit. The next big advance was the addition of shaders. Shaders are additional calculations thrown into the rendering pipeline that work on individual pixels, vertices and pieces of geometry to add effects and change the final image. Examples include working out appropriate shadows, making a flag flutter or adding bump mapping (a texture that gives the illusion of raised and lowered areas on an object without the need to add polygons). More advanced shaders include motion blur and bloom effects, soft shadows, depth of field and volumetric lighting.

The new bottlenecks

With the technology burden eased (or at least partly passed onto the card manufacturers), developers could focus on making the most of what they had. Valve largely pioneered skeletal-based characters rather than keyframe-by-keyframe animated enemies in Half-Life, and Ritual went out of its way to create interactive elements such as hackable computers in the real-
world environments of Half-Life’s closest rival of the time, Sin. Ragdolls spread to every new game until the games that didn’t offer them felt stodgy and ancient in comparison. Most importantly, the new realism of these games finally let developers sink their teeth into genres that they’d never have been able to do as traditional corridor shooters. Grand Theft Auto III gave us a living city. A million games brought the horrors of World War II to life in glorious cinematic style.

Realistic character and facial animation is a surprisingly recent addition to gaming.

Problem solved? No, just replaced. Now the issue became one of creating all this in the first place. A simple maze-based 3D shooter could be churned out in under a year by a competent team, but building cities, battlefields and other real-world elements requires an immense number of assets. Games are much shorter than they used to be, not because they’re more complicated – in most cases, the features are more advanced but the thinking is more conservative – because of the amount of content required, and the cost of making it. There are shortcuts for some things, like the Speedtree libraries for procedurally generating a forest in a hurry (used in, among many others, Grand Theft Auto IV, Elder Scrolls: Oblivion and Fallout 3), but in general, if a developer wants something, that developer has to make it himself.

Crysis 2 is the current state of the art: explore New York in the wake of an alien invasion.

Technology itself has also reached a plateau, not because there’s nothing more to do – nobody thinks that – but because right now, the big money is on Xbox 360 and PlayStation 3. Both are relatively old machines, but that doesn’t matter. PC ports often allow for higher resolutions and sometimes let you switch on better graphics (Metro 2033 looks much better for instance, as will Crysis 2 when it lands) but it’s usually a token gesture. To put the graphical difference into context, many PlayStation 3 games don’t even use anti-aliasing to smooth out the edges of their polygons, and games on both platforms typically render at a lower resolution than the high-def numbers you’d expect from the systems’ marketing.

Apr 13

It’s not all iPods and MacBook Pros, Apple has been known to design, build and sell some serious flops.

When Steve Jobs speaks, the world listens. His fabled Reality Distortion Field makes even the shiniest piece of chrome and plastic glisten just that little bit more. The phrase ‘One more thing’ moves every member of the audience to the very edge of their seats, knowing that whatever follows, they’ll soon have one in their possession. But it wasn’t always like this, and even the all-powerful Apple of today sometimes stumbles in mid-stride. We’ve gone in search of the 10 biggest flops, missteps and bad ideas that found a half-chewed worm emerging from the apple of our eye.

1. Pippin

Super Nintendo. Master System. Jaguar. Megadrive. Pippin. Can you spot the odd one out? It sounded like a child’s toy, but not many children ever had the chance to play on Apple’s ill-fated games console, Pippin. Technologically speaking it was a Mac in a smaller box, intended to play hot CD-based gaming classics like Terror Trax, The Journeyman Project and Mr Potato Head Saves Veggie Valley.

But whereas most games manufacturers quickly learned the importance of controlling their ecosystem with a vice-like grip, Apple planned to sell the core technology to several different companies – which is ironic in light of the company’s current modus operandi. Unfortunately, like everyone who tried to take on gaming giants Sega and Nintendo, Pippin was a miserable failure. It was an underpowered, undersupported system that reportedly only sold around 5,000 units in the US. Being a computer, Pippin did have some interesting technology on its side, including innovations like internet access, but without the games to back it up, it was all for nothing.

Also, it was called Pippin.

After Pippin crashed and burned, Apple largely gave up on gaming – and most developers still avoid the Mac. However, times have changed. The iPhone’s gaming library hasn’t defeated the mighty Nintendo, but it’s the first thing for a long, long time to pose a really genuine threat to it, if only among casual players.

2. Apple USB Mouse

The infamous ‘Hockey Puck’ is one of Apple’s most mocked inventions, appearing with the launch of the iMac in 1998 and promptly hanging around homes and offices like a bad smell for years to come. Not only was it ugly, it made pointing and clicking about as much fun as typing on a keyboard covered with needles, using a speech recognition system that insisted you neck a balloon full of helium before every instruction, or anything involving Microsoft Office’s ‘helpful’ paperclip.

Not only was its round shape clumsy and uncomfortable, it was far too imprecise when gripped and prone to turning instead of moving. The cord was far too short if you plugged it into the machine rather than the USB ports on a Mac keyboard, and the buttons weren’t very comfortable. Some good did come out of it, though – third-party manufacturers made a fortune selling alternatives and adaptors.

3. iPhone Apps

When the iPhone was first revealed in all its wonderful glory, one thing was notably missing: applications. Apple got to write them, serving up sleek email and calendaring, maps and music playing. Everyone else was limited to creating websites that could be blessed with an icon on the home screen, without access to any of the interesting hardware that made the iPhone so innovative. Steve Jobs described this as “a very sweet solution”; everyone else went with ‘bad joke’. As was pointed out many times, if web pages were up to the job, why were all of Apple’s own apps Cocoa-based, with not a single HTML offering among them?

In retrospect, this was the first sign of trouble brewing. The App Store is now huge, and many have made a fortune from it, but Apple’s control over the platform is only becoming more problematic. From junk programs to bizarre rejections, scaling issues and the high cost of entry, every day sees new complaints from developers.

Ironically, the increased prominence of HTML5 coupled with Apple’s lockdowns has persuaded many that, just maybe, taking the web route might be better after all. One of the most notable examples is Google. After going through all kinds of trouble getting the Google Voice app approved, the company realised that it could allow anyone with a smartphone to log on by making the service available via the browser. Anyone in the US, anyway – Google Voice is still to be released here.

4. Apple Lisa

Apple kit is too expensive. That’s the most common criticism of the company, and it has been right from the start. The Lisa, launched in 1983, was an attempt to go after business customers by offering a more powerful system, higher resolution graphics and support for multitasking and protected memory. It found a market, particularly in document creation, but the cheap availability of both IBM PCs and standard Macintosh systems worked against it.

The Lisa did however offer expansion ports, and a snappy name – although one with no easy explanation. The official version is that it stands for Local Integrated Software Architecture, but nobody believes that. The standard backronym is Lisa: Invented Stupid Acronym, but most believe it was simply named after Lisa Jobs, Steve’s daughter. Jobs worked on the project for a while before jumping ship to work on the Macintosh project.

The Lisa was just too expensive to take off when it was launched in the early ’80s.

5. Newton

Pity the poor Newton. Probably Apple’s least-deserved flop, this PDA platform (the actual devices were called MessagePad) was truly ahead of its time. It featured integrated handwriting recognition (which worked reasonably, if not completely reliably), was controlled by a touchscreen, and offered lots of applications to make early adopters’ lives easier, including notes, contacts and dates. That’s nothing too special by today’s standards, but it was an exceptionally powerful device in the early ’90s. However, this was only intended to be the start of Newton’s capabilities. Apple saw the devices as computers in their own right, and we’ve yet to truly see a successor that has actually pulled off that massive leap. Perhaps the iPad will be it…

6. Motorola ROKR

While the hardware was Motorola, the appeal of the ROKR was all down to Apple. This was the first phone built around syncing to iTunes, and one of the few third-party products to get the full Steve Jobs stage treatment. And… it wasn’t good. At all. Not only was it a tacky product, it was stuffed with infuriating limitations, like only being able to hold 100 songs no matter how much extra storage it was given, offering no way of buying music online and connecting to your Mac or PC via a slow USB 1.1 cable instead of the faster 2.0 standard. Jobs’s demo of the phone conveyed absolutely none of his usual enthusiasm, and for good reason. This was 2005. In 2007, Apple released the iPhone, and the failed first attempt at a Jobs-approved phone was consigned to history.

7. Apple TV

The Jobs seal of approval isn’t always a guarantee of quality, then – and Apple TV is another example of a product that failed to make the grade. Apple TV combined the worst of several worlds – reliance on the Apple ecosystem, lack of an optical drive and the state of internet-available entertainment in the UK back in 2007 – to produce a largely useless electronic paperweight. In fairness, the Apple TV wasn’t a terrible unit, but it hit too early and was too much a company player instead of focusing on what customers would actually be best served by.

Nowadays there are so many other options available that the window of opportunity for it has well and truly closed. Apple still makes the devices, but even it has largely moved on to focusing on new products. Apple TV may have introduced people to the idea of media streaming in their house, but it’s products like the WD-TV Live and PlayOn that are finally making the humble computer a fundamental part of the TV-watching experience.

8. QuickTake Camera

Much like the Newton, the QuickTake’s failure had less to do with the product itself than the situation it found itself in. It was one of the first consumer-level digital cameras, so it was fairly rough and ready – no screen, no easy photo deletion – and it shot at a resolution of 640 x 480, with a pitiful 1MB of memory. Three different versions were released from 1994 onwards, but like most of Apple’s non-computing-focused products, Jobs axed the line after returning to power.

9. The Twentieth Anniversary Mac

$7,499. We shall repeat that: $7,499. No matter how much of an Apple obsessive you might be, no matter how much you think the user interface and style warrants high price tags, dropping $7,499 on a new machine to celebrate a company’s milestone is on the wrong side of the Lala River in the valley of Areyoukidding. This was 1997, when a regular Mac of the same specification would cost you just $3,000. Apple managed to sell a handful at this insane price, but it was quickly forced to back down.

Fancy spending $8k on a prettified Mac? Didn’t think so.

By 1998, when the unit was discontinued, the price was down to under $2,000. It may have looked snazzy next to the resolutely ugly beige boxes of the time, but the Twentieth Anniversary was proof that you can in fact put a price on style, and it’s one that most people aren’t ultimately that willing to pay. It has become something of a collector’s item, however; perhaps that counts as success of a kind.

10. MobileMe

Apple had no excuse for MobileMe to flop. The idea was as obvious as it was brilliant – syncing mail, calendars, files and photos between your computer, your iPhone (you did buy one, right?) and the web. So what went wrong? Well, everything. Not only was it overpriced – and at £50 for a year, remains so – but the original version barely worked. File sharing was missing in action, online storage was too slow and the calendar was a joke compared to Google’s offering. As for email, it was fine if you actually wanted to use an Apple-branded address, but with more and more of us switching to personal domains, especially for professional purposes, MobileMe’s lack of proper domain mapping really bit down hard.

Even the launch of the service was a big disaster – the pages were slow, the servers were constantly down, the push messaging promised didn’t work, and worst of all, a number of trial users found their credit cards charged too early. Apple tried to patch up problems by extending the service’s free trials, but there’s no doubt that what most who tried it in those early days remember is a horrible experience from a company that makes its money providing the best. Not cool, Apple. Not cool at all.

Dec 25

Reliance on old technology and outdated document management systems can hamper business and process efficiency. Filing cabinets and basement shelves filled with millions of files of unstructured data have been a popular storage method for decades – but these have become outdated and a hindrance to productivity. Small, medium and large business enterprises regularly face problems involving slow communication with clients; unsecured private information; stagnant document flow; unreliable information tracking and monitoring; and slow recording of data.

New technology is changing the way that businesses function. Complete control and flexibility of previously unstructured and inaccessible data can be achieved by uploading information instantly, digitising the data with optical character recognition software and providing easy access to stored information through sophisticated document management technology.

Document scanning, digitising and electronic data storage has become a necessity for streamlining business processes. Digital data storage allows for quick and easy processing and retrieval of large volumes of information which can then be accessed as complete digital files – through the use of scanners and document management software.

Scanning equipment and recognition software solutions
Different procedures and document types require different scanners and types of digital recognition software. For example, there are book scanners for capturing data from books, high volume scanners for capturing large volumes of office files and documents, desktop scanners for everyday paperwork and microfiche scanners for converting and storing data on existing microfiche as digital information.

High volume scanners can process hundreds of pages or images per minute. There are specialised scanners which can accommodate documents varying in size from business cards or passports up to A0 – large maps, books or documents like building plans. Most often, scanners Capture and recognition software converts information by taking the scanned version of hardcopy documents and converting it into digital data. Optical character recognition (OCR) software can recognise text and/or symbols and can, for example, output a scanned spreadsheet as a fully-editable Excel file. Document management software stores and organises digitised documents. This software allows for complete control over the storage of digital assets and enables quick and easy searches for documents and specific data from the scanned document repository.

Streamlining business processes with document scanning and data storage
Unstructured data is the term given to hardcopy documents such as receipts, records and financial statements. It is unstructured because the information exists on paper and not as digital information in a database. It is hard to share, collaborate on and – often – even find! Without a digital management system to organise the data, a business that relies on such methods wastes time and resources searching for hardcopy documents and processing the information these documents contain. Consequently service to their clients will be hindered.

Modern scanning and document management solutions offer functions that are simple to use and do not require time-consuming training. Storing data that is captured by scanners, processed by capture and recognition software and housed in an electronic document management system is quick and does not damage documents or compromise quality. Records can be preserved properly, particularly through colour scanning at optimal resolution.

Once hardcopy data is scanned, digitised and stored in a database which has been calibrated according to a specific content management software solution, the files are accessible via a customised interface such as a network or web interface. Easy-to-use search functionality allows for quick and effective access to files stored in the repository through keyword recognition, reference numbers and a variety of other search and indexing criteria. Electronic recognition and document management software is easy to use and can be integrated with any existing information storage infrastructure.

Companies which store confidential documents as unstructured data often run the risk of information and security breaches. Digital document management of private information guarantees that information will remain classified and safe. Access rights and varying permission levels for the document repository can be assigned by the archive manager, who controls who may access the information in the document management database.

Good scanning and document digitising companies should offer a service level agreement, guaranteeing that their equipment, scanning services and enterprise content management solutions will provide continuous assistance to their clients and ensure that investment in such systems is optimised.

A more efficient document workflow means more time can be spent on other procedures and operations. This creates the opportunity for a business to offer a better product and service structure, resulting in satisfied clients, increased profitability and outstanding service levels. Fast, easy access to well-managed data is paramount to the efficient functioning of a business.
handle A4 or A3 documents and offer either simplex scanning, where only one side of the page is scanned, or duplex scanning, where both sides are scanned.

Article Source: http://www.articlesnatch.com

About the Author:
First Coast Technologies offers a range of world-class business scanners; scanning/recognition software solutions; and scanning equipment to help businesses digitise and streamline their operations.