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Page 1: Ders 1 - Hacettepe

Ders 1

Page 2: Ders 1 - Hacettepe

Oyunların Tarihi

Page 3: Ders 1 - Hacettepe

1940

For the Westinghouse displayat the World's Fair, Edward U.Condon designs a computerthat plays the traditionalgame Nim in which players tryto avoid picking up the lastmatchstick. Tens of thousandsof people play it, and thecomputer wins at least 90% ofthe games.

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1947

Thomas T. Goldsmith Jr. andEstle Ray Mann �le a patentfor a "cathode ray tubeamusement device." Theirgame, which uses a cathoderay tube hooked to anoscilloscope display,challenges players to �re agun at a target.

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1950

Claude Shannon lays out thebasic guidelines forprogramming a chess-playingcomputer in an article,"Programming a Computerfor Playing Chess." That sameyear both he and EnglishmanAlan Turing create chessprograms.

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1952

A. S. Douglass createsOXO (a game known asnoughts and crosses inthe United Kingdom andtic-tac-toe in the UnitedStates) on Cambridge'sEDSAC computer as part

of his research on human-computer interactions.

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1954

Programmers at NewMexico's Los Alamoslaboratories, the birthplaceof the atomic bomb, developthe �rst blackjack programon an IBM-701 computer.

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1955

The long tradition ofmilitary wargamingenters the computer agewhen the U.S. militarydesigns Hutspiel, inwhich Red and Blueplayers (representingNATO and Soviet

commanders) wage war.

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1956

Arthur Samueldemonstrates hiscomputer checkersprogram, written on anIBM-701, on nationaltelevision. Six years laterthe program defeats acheckers master.

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1957

Alex Bernstein writes the�rst complete computerchess program on anIBM-704 computer - aprogram advancedenough to evaluate fourhalf-moves ahead.

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1958

Willy Higinbothamcreates a tennis game onan oscilloscope andanalog computer forpublic demonstration atBrookhaven NationalLaboratory in 1958.Although dismantled two

years later and largely forgotten, it anticipated latervideo games such as Pong .

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1959

Students at MIT createMouse in the Maze onMIT's TX-0 computer.Users �rst draw a mazewith a light pen, then amouse navigates the

labyrinth searching for cheese. In a revised version,a bibulous mouse seeks out martinis yet stillsomehow remembers the path it took.

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1960

Computer programmerJohn Burgeson stays homesick from work at IBM andbegins developing acomputer baseballsimulation. A month later(in January 1961), aided byhis brother Paul, John runsthis �rst-known baseballcomputer program on anIBM 1620 computer.

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1961

The Raytheon Companydevelops a computersimulation of global ColdWar con�ict for the U.S.Joint Chiefs of Staff.Although it issophisticated and evenmodels the bene�ts of

arms control, the simulation proves too complex forusers unfamiliar with computers, so Raytheoncreates a more accessible analog version called"Grand Strategy."

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1962

MIT student Steve Russellinvents Spacewar!, the �rstcomputer-based video game.Over the following decade, thegame spreads to computersacross the country.

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1963

Months after the CubanMissile Crisis, the U.S. DefenseDepartment completes acomputer war game known asSTAGE (Simulation of TotalAtomic Global Exchange) which"shows" that the United Stateswould defeat the Soviet Unionin a thermonuclear war.

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1964

Everyone is aprogrammer. That's thecreed of Dartmouth'sJohn Kemeny whocreates the computertime-share system andBASIC programminglanguage at Dartmouth.

Both make it easy for students to write computergames. Soon, countless games are being created.

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1965

A day after Dartmouthdefeats Princeton 28–14in football to win the IvyLeague championship, aDartmouth studentprograms the �rstcomputer football game.Earlier that year, John

Kemeny and Keith Bellairs had created the �rstcomputer game in BASIC.

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1966

While waiting for acolleague at a New YorkCity bus station, RalphBaer conceives the ideaof playing a video gameon television. OnSeptember 1, he writes

down his ideas that become the basis of hisdevelopment of television video games.

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1967

Ralph Baer develops his"Brown Box", the videogame prototype that letsusers play tennis andother games.

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1968

Ralph Baer patents hisinteractive televisiongame. Four years laterMagnavox releasesOdyssey, the �rst homevideo game system,based on his designs.

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1970

Scienti�c Americanpublishes the rules forLIFE in Martin Gardner's"Mathematical Games"column. In thissimulation, isolated orovercrowded cells die,

while others live and reproduce. Hackers rush toimplement it on their computers, watching beautifulpatterns emerge and change.

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1971

Minnesota collegestudents Don Rawitsch,Bill Heinemann, and PaulDillenberger createOregon Trail, asimulation of pioneers'westward trek. Originallyplayed on a singleteletype machine,Rawitsch later brought

the game to the Minnesota Educational ComputerConsortium (MECC) which distributed it nationally.

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1972

Nolan Bushnell and AlAlcorn of Atari develop anarcade table tennis game.When they test it in AndyCapps Tavern in Sunnyvale,California, it stopsworking. Why? Becausepeople played it so much itjammed with quarters.Pong, an arcade legend, isborn.

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1973

A year after launching the �rstgeneral computer magazine,Creative Computing, DavidAhl publishes 101 BASICComputer Games, allowinggamers to become an ancientSumerian king in HMRABI, �ndthe creatures hiding in a gridin MUGWMP, and commandthe North versus the South inCIVILW.

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1974

Two decades before Doom,Maze Wars introduces the�rst-person shooter by takingplayers into a labyrinth ofpassages made from wire-frame graphics.

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1975

Atari introduces its homeversion of Pong. Atari'sfounder, Nolan Bushnell,cannot �nd any partnersin the toy business, so hesells the �rst units

through the Sears Roebuck sporting goodsdepartment.

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1976

Don Woods's version ofthe pioneering text-based game, Adventure(�rst created by WilliamCrowther in 1975),

plunges players into an imaginary world of caveswith treasures. Inspired by Dungeons and Dragons,it paves the way for Zork and thousands of othercomputer role-playing games.

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1977

Atari releases the VideoComputer System, morecommonly known asAtari 2600. Featuring ajoystick, interchangeablecartridges, games in

color, and switches for selecting games and settingdif�culty levels, it makes millions of Americanshome video game players.

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1978

Taito's Space Invadersdescends on Japan,causing a shortage of100-yen coins. Within ayear, 60,000 SpaceInvaders machines in theUnited States tempt

Americans to spend millions of quarters driving backthe seemingly unstoppable ranks of attacking aliens.

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1979

Toy-maker Mattelsupplements its handheldelectronic games with anew console, theIntellivision. Intellivisionhas better graphics andmore sophisticated

controls than Atari 2600, and players love its sportsgames. Mattel sells three million Intellivision units.

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1980

A missing slice of pizza inspiresNamco’s Toru Iwatani to create Pac-Man, which goes on sale in July1980. That year a version of Pac-Man for Atari 2600 becomes the�rst arcade hit to appear on a homeconsole. Two years later, Ms. Pac-Man strikes a blow for genderequality by becoming the best-selling arcade game of all time.

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1981

Video game fans go ape overNintendo’s Donkey Kong,featuring a character thatwould become world-famous:Jumpman. Never heard of him?That’s because he’s betterknown as Mario—the name hetook when his creator, ShigeruMiyamoto, makes him the starof a later game by Nintendo.

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1982

Disney taps into the videogame craze by releasing themovie Tron. An arcade gamefeaturing many of the contestsfrom the movie also becomes ahit.

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1983

Multiplayer play takes a huge stepforward with Dan Bunten's M.U.L.E.

In thegame,players

compete to gather themost resources whilesaving their colony onthe planet of Irata.

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1984

Russian mathematicianAlexey Pajitnov createsTetris, a simple butaddictive puzzle game.The game leaks out frombehind the Iron Curtain,and four years later,Nintendo bundles it withevery new Game Boy.

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1985

The NintendoEntertainment System(NES) revives an ailingUnited States video gameindustry two years afterthe NintendoCorporation released itin Japan as Famicom.

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1986

The emergingeducational softwaremarket leaps ahead withthe introduction of TheLearning Company'sReader Rabbit program.The educationalcomputer businessmushrooms with theintroduction of CD-

ROMs in the 1990s, but crashes with the rise of theInternet.

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1987

It's a good year for fantasyRole Playing Games

Shigeru Miyamoto createsLegend of Zelda

SSI wins the video gamelicense for Dungeons andDragons

Sierra's Leisure Suit Larrygives players a different kindof adult role playing game.

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1988

John Madden Footballintroduces grid-iron realism tocomputer games, making thisgame —and its many consolesequels— perennial best-sellers.

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1989

Nintendo's Game Boypopularizes handheld gaming.Game Boy is not the �rsthandheld system withinterchangeable cartridges—Milton Bradley introducedMicrovision 10 years earlier—but it charms users with itsgood game play, ease of use,and long battery life.

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1990

Microsoft bundles avideo game version ofthe classic card gamesolitaire with Windows3.0. Millions of users whowould not normally pickup a game console �nd

they enjoy playing computer games. Solitairebecomes one of the most popular electronic gamesever and provides a gaming model for quick, easy-to-play, casual games like Bejeweled.

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1991

Sega needs an iconic hero forits Genesis (known as MegaDrive in Japan) system and�nds it in Sonic the Hedgehog.Gamers, especially in theUnited States, snap up Segasystems and love the littleblue guy's blazing speed andedgy attitude.

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1992

Westwood Studios' Dune IIestablishes the popularity of real-time strategy games that require

playersto act asmilitary

leaders deploying theirresources and forces onthe �y in order to defeatopponents.

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1993

Concern about bloodshed ingames such as Mortal Kombatprompts United States Senatehearings on video gameviolence. The controversy rilesthe industry and prompts thecreation of a video gamerating system. Ironically, thatsame year the game Doompopularizes "�rst person

shooters."

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1994

Blizzard releasesWarcraft: Orcs andHumans, a real-timestrategy game thatintroduces millions ofplayers to the legendaryworld of Azeroth.

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1995

Sony releasesPlayStation in the UnitedStates, selling for $100less than Sega Saturn.The lower price point,along with the arrival ofNintendo 64 in 1996,

weakens Sega's home console business. When SonyPlayStation 2 debuts in 2000, it becomes thedominant home console and Sega exits the homeconsole business.

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1996

Lara Croft debuts as thestar of Eidos's adventuregame Tomb Raider.Players love her, butcritics charge that she'san example of sexism invideo games.

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1997

Machine triumphs overman as IBM'ssupercomputer chessprogram Deep Bluedefeats world championGary Kasparov in amatch.

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1998

Legend of Zelda: Ocarina ofTime transports players to therichly imagined world ofHyrule, full of engagingcharacters, thought-provokingpuzzles, and the mostmemorable musicalinstrument to ever appear in avideo game.

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1999

Sony OnlineEntertainment'sEverquest leadshundreds of thousands ofusers to join guilds, �ghtmonsters, and level up inthe multiplayer onlineworld of Norrath.

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2000

Will Wright's The Simsmodels real life. It is notthe �rst simulation game—Utopia on Intellivision(1982), PeterMolyneaux's Populous(1989), Sid Meier'sCivilization (1991), and

Wright's own SimCity (1989) preceded it—but itbecomes the best-selling computer game ever andthe most popular game with female players.

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2001

Microsoft enters thevideo game market withXbox and hit games likeHalo: Combat Evolved.Four years later, Xbox

360 gains millions of fans with its advanced graphicsand seamless online play.

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2002

The U.S. Army releasesAmerica's Army videogame to help recruit andcommunicate with a newgeneration of electronicgamers, and theWoodrow Wilson

International Center for Scholars launches theSerious Games Initiative to encourage thedevelopment of games that address policy andmanagement issues.

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2003

Valve energizes PCgaming with its release ofSteam. The digitaldistribution platformallows players todownload, play, andupdate games.

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2004

Nintendo maintains itsdominance of thehandheld market withthe Nintendo DS, aneasy-to-use, portablegaming system packedwith two processors, twoscreens, multiplayercapabilities, and a stylusfor the touchscreen.

Great games like Super Mario Kart DS helped too.

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2005

Microsoft's Xbox 360 bringshigh-de�nition realism to thegame market, as well as evenbetter multiplayercompetitions on Xbox Live andpopular titles such as AlanWake.

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2006

Nintendo Wii getsgamers off the couch andmoving with innovative,motion-sensitiveremotes. Not only doesNintendo make gamingmore active, it alsoappeals to millions ofpeople who never beforeliked video games.

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2007

Grab your guitar,microphone, bass, ordrums, and start playingRock Band. That's whatmillions of would-bemusicians did withHarmonix's hit title.

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2008

More than 10 millionworldwide subscribers makeWorld of Warcraft the mostpopular massively multiplayeronline (MMO) game. MMOscreate entire virtual universesfor players and rede�ne howwe play, learn, and relate toeach other.

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2009

Social games likeFarmville and mobilegames like Angry Birdsshake up the gamesindustry. Millions ofpeople who never wouldhave considered

themselves gamers now spend hours playing gameson new platforms like Facebook and the iPhone.

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2010

The indie gamemovement comes of agewith the tremendouspopularity of Minecraft,the addictive brick-building game from

Swedish developer Markus Persson.

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2011

Skylanders: Spyro'sAdventure becomes the�rst augmented-realityhit by letting playersplace plastic �gures on aPortal of Power to zap

characters into the game. Two years later DisneyIn�nity joins the ranks of toy-video game hybrids.

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2012

Crowdfunding siteKickstarter enables gamecreators to raise millionsof dollars to produce newand experimental play

platforms such as the OUYA console and the OculusRift.

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2013

Gone Home, The Last ofUs, and Papers, Pleaseusher in a new wave ofmature video gamestories that confrontplayers with toughemotional choices inethically-complex worlds.

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2014

"Free-to-play" becomes adominant business modelas blockbusters likeCrossFire, League ofLegends, World of Tanks,and even KimKardashian: Hollywoodachieve sales in the

hundreds of millions of dollars throughmicrotransaction payments for in-game items andpremium content.

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Çığır açan oyunlar

Pong, Space Invaders, River Raid, Ultima, Tetris,Super Mario Bros, Wolfenstein 3D, Dune II, Half-life, Counter Strike, Grand Theft Auto, Heroes ofMight and Magic, Simcity, Sims, ChampionshipManager, Fifa Series, MUD, Nethack, Fallout,Command and Conquer, Morrowind, Diablo II, ...

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Oyun Geliştirme TekniklerininTarihi

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İlk cihazlar

İlk kullanılan cihazlar oldukça kısıtlıydı.

Commodore 64, Sinclair Spectrum ZX, Amstrad464

8bit işlemci, 48-64k RAM, sınırlı gra�k gücü

Depolama yok, yükleme kaset ile yapılıyor

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İlk Cihazlar

Yalnızca BASIC dili ile oyun geliştirilebilirdi

Platform bağımsızlığı söz konusu değildi

Compiler diye bir kavram yoktu

Kod yazarken her satırın, her komutun hesabıyapılırdı

Herşey optimize edilmek zorundaydı

İyi taraf: piyasada 1-2 farklı cihaz vardı :)

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İlk Oyunlar

Gra�k ve ses çok temel seviyedeydi

Odak noktası oynanabilirlik ve senaryo idi

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Oyun Fikrinin Yükselişi ve Çöküşü

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Orjinal �kir

1980'lerin ilk zamanlarında çıkan hemen tümoyunlar sahneye yeni bir �kir taşıyordu

Her oyun neredeyse yeni bir genre (janr)oluşturuyordu

Gra�k ve ses ile yapılabilecek şeyler sınırlıydı

Bu yüzden oyunun satması için orjinal olmasıönemliydi

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Klon oyunlar

Özellike 2000'lerde oyunlar tekrar etmeyebaşladı

En büyük sebep: market baskısı

Ne satıyorsa onu üret!

Zorlamaya gerek yok!

PC'nin yükselişiyle, gra�k ve ses öne çıkmayabaşladı

Aynı oyunu boya, cilala, tekrar sat

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Oyun Geliştirme Ortamları

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İlk yıllar

Aslında söylenecek çok bir şey yok

Machine Language

Assembly

BASIC

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İlk yıllar

op-code'ları kağıda yaz

hex'e çevir (machine code)

hex loader ile bilgisayara yükle

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Assembler

Assembly dili direk op-codeları kullanarak kodyazmayı mümkün kıldı

Her programın kendi içinde tanımlı bir hafızabloğu oldu

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C çağı

Ardından C gelişmeye başladı

Tamamı C ile yazılan ilk oyun: DOOM

İnsanlar assembly kullanmadan bir oyunyazıldığına uzun süre inanamadı

Bu yeni bir çağ başlattı

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DOS çağı

Microsoft DOS

16bit'ten 32bit'e geçildi

İşlemci hızları, RAM artmaya başladı

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Windows 95

Windows 95, DOS üzerinde çalışır

Kısıtlı kaynaklar W95 ve oyun arasında paylaşılır

Microsoft bunun mümkün olduğunu kanıtlamakistiyordu

WinG: ilk başarısız deneme

Developerlar DOS için oyun üretmeye devam etti

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DirectX

DirectX hardware'e erişmek için bir arayüzdür

DOS'tan daha hızlı (ve kolay) olduğu iddiasıylaortaya çıktı

İlk versiyonu pek kimse umursamadı

DirectX II, COM modelini kullanıyordu

Aynı zamanda C/C++ compilerlarını dageliştirdiler

Artık WATCOM'u geçiyorlardı

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DirectX

İlk DirectX kullanan W95 oyunu: Pitfall

DirectX Watcom ile uyumlu değildi

Oyun geliştiriciler Visual C++'a geçmek zorundakaldı

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Haftaya hazırlık

Modern oyun geliştirme araçları ve bu araçlardakullanılan diller nelerdir?