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Farewell Bad 3D
Since the beginning we've always viewed 3D games via 2D screens. With this technology we can't accurately judge the Z-distance (into the screen). I call this bad 3D (or ba3D). Now that the 3DS has launched, I'm writing a farewell to ba3D.
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2D/3D space is the most widely used dynamic across the video game industry. Without question 3D space is the more difficult option to design and program. 3D objects naturally obscure elements behind it. Controls for elements in 3D space traditionally involve 2D interfaces mapped relativistically to 3D movement. This is complex in itself. I've also found that 3D controllers controlling 3D interactions can work most intuitively. 3D games are trickier to calculate for cleanness. And this is not to mention how 3D space can be compressed. As loaded as 3D is as a game design topic, there is one serious issue that we're on the verge of solving.
Does Mario appear to grow? His size never changes!
Since the beginning we've always viewed 3D games via 2D screens. Without a 3rd axis to view 3D environments, ba3D (bad 3D) will continue to be a looming, emergent issue. In other words, you can judge the distance of elements vertically and horizontally to the screen, but it can be difficult to impossible to judge the distance between elements into the screen. So we've designed games around the limitations.
Now that the 3DS has launched, I'm writing a farewell to ba3D. With stereoscopic 3D screen technology we can finally see 3D worlds in 3D. The depth of 3D environments can be conveyed just as intuitively as the other 2 axes. To be fair, binocular depth perception is just one technique of many that we use on a daily basis to judge depth. Because our eyes are roughly 3 inches a part, each sees a slightly different image. This is called retinal disparity. We only perceive the scene stitched together as one image.
Since the early days of the industry, we've designed games using the monocular techniques of depth perception. Whether 2D or 3D the illusion of depth is created using the following techniques.
Refer to image when reading the following...
Linear Perspective: Parallel lines seemingly converging at the horizon. If you mentally trace the dotted while lines, they'll converge in the distance.
Interposition: When one object blocks another by existing in front or on top of it. Notice how the loop obscures the loop behind it simply because of the viewing angle.
Shadows: Shadows from light sources help us understand the 3Dness of objects in space. The shadow under the R-Wing helps us perceive that its position is not too far off the ground.
Texture Gradient: More detail of objects up close. The further away objects are, the smaller they appear creating a finer pattern to the eye. Though a solid color, the fading green ground represents a texture gradient.
Motion Parallax: