First Person Shooter
From GPWikiA genre first made famous by id software and 3-D Realms, a first person shooter (called a FPS by fans) is a game in which you view the world from the persepective of the character. These games are typically fast-paced, emphasizing speed and accuracy and are considered one of the most complicated games to develop. Early FPS games used a technique called raycasting to render their levels, but modern games use complicated linear algebra and scene graph algorithms. Though they were originally primarily single-player, the wider availability of both internet connectivity and the games themselves has meant that now most have options for online play.
[edit] FPS Games OnlineThe popularity of FPS games exploded with the development of online play in the original Doom series. Their multiplayer network architecture is usually based on the Client-Server model, however there have existed peer-to-peer architectures, but they generally have bandwidth issues that grow exponentially in proportion the users connected, as well as security problems. Groups of FPS fans, called "Clans" create lively online communities. This communities have contributed to the online lexicon, creating terms like:
[edit] TechnologyEarly games used a technology called raycasting. This algorithm essentially shoots out a ray for every column off the screen and then notes the intersection points and colours of the objects it hits. This technique was popular for its very low CPU requirements and produced an acceptable image; it was hindered, however, with the inability of characters to look up. Then, in 1996(?) Id Software relased Quake, which used a new technique based largely on advanced linear algebra and a scene graphing technique known as Binary Space Partitions to handle scene complexity. The development of Graphics Accelerators allowed programmers to produce more detailed worlds, and also produced graphics API's OpenGL and DirectX to help programmers avoid low level device issues. Newer hardware supports vertex and pixel "shaders", which are small pseudo-assembly programs for the GPU (Graphics Programming Unit, the main chip on a graphics accelerator). Quake is considered a groundbreaking work, not only for its technological sophistication, but for its support for "mods", or player-customized modifications to the game. [edit] The Mod SceneA mod, short for modification, is a modification made to a game by its player-base. Early mods included one that changed Wolfenstein 3-D to contain the popular television character "Barney" in the role of Hitler. Early mods such as these often required editing the game files directly, and usually destroyed parts of the game in the process. Noting this, John Carmack of id software fame designed his game so that with an SDK and a little knowledge, people could modify Quake without destroying the original data. This decision led to an explosion of hobbyists developing their own games with the Quake engine. Early mods produced new weapons, skins, textures, and levels, with some (called Total Conversion or TC's) using none of the original game except the engine. It was quickly noted that a healthy mod community could extend the life of a game significantly. While Quake's gameplay was relatively straighforeward, modifications such as Team Fortress exploded in popularity and provided yet another incentive to buy the game. Almost every FPS since then has supported modding and has generally been supportive to the mod community. [edit] Developing An FPSA modern first person shooter can be a challenge to develop, requiring state-of-the-art graphics, sound, and networking. They usually take several months or years work to make, which is why modding a pre-existing game has become so popular. It is usually recommended that beginners start with something simpler, or that they don't implement all features, such as networking, to decrease the amount of work required. [edit] ExamplesA short list of a few FPS games (in no particular order): Zero Tolerance (Raycaster) [edit] See also |


