Trespasser: Jurassic Park

Trespasser: Jurassic Park (Windows)  1998


Emulation: WMware


First game to use ragdoll physics, first game world to be completely influenced by classical mechanics,
first ability to render objects like trees and rocks as 2D sprites, which, when close enough to hero, would be replaced by their 3D counterpart, first specular highlighting, height mapping to render a full-sized island, first game to produce the sound of any two objects colliding with one another at any speed or distance by dynamically mixing several sounds together on-the-fly, first First-person shooter where you see your body when look down, first game with unpredictable artificial intelligence of enemies, advanced bump mapping

Trespasser: Jurassic Park

Gameplay video

Original trailer

jurassic park trespasser
Earliest Magazine preview - CG Strategy Plus (1997)
jurassic park trespasser
Preview (Arcade) (1998-12)

Magazine preview - Gamers Republic (1998)

Trespasser: Jurassic Park
Magazine review - Computer and video games (1998)

Magazine review - PCXL (1999)

1) The game is noted for the involvement of American producer Steven Spielberg and award-winning British actors Lord Richard Attenborough and Minnie Driver.
2) The Trespasser engine was, and in many ways still is, unique. In 1998, it was one of the first engines to successfully portray outdoor environments full of hundreds of trees. (split into chunks due to memory limitations).
3) One of the most impressive features of Trespasser is a system dubbed by the creators as "Real-Time Foley". Theoretically, the Trespasser engine could produce the sound of any two objects colliding with one another at any speed or distance by dynamically mixing several sounds together on-the-fly. As of 2009, the only other significant game to feature this is Penumbra.
4) Every animation in Trespasser is done using inverse kinematics. No animation in the game is pre-animated; every movement of every dinosaur is generated automatically through their artificial intelligence.
5) Trespasser has an early incarnation of Looking Glass' traditional basketball court, at the beginning of the 'town' level, complete with a ball you can dunk into one of the nets.
6) The engine had very difficult and never seen-before features- like every object had its own material and weight and on this way collisions could be calculated very realistic.
7) The Monolith from the movie 2001: A Space Odyssey (1968) appears in an inaccessible part of the third level.

8) Ragdoll physics is a type of procedural animation that is often used as a replacement for traditional static death animations in video games and animated films.Early video games used manually created animations for characters' death sequences. This had the advantage of low CPU utilization, as the data needed to animate a "dying" character was chosen from a set number of pre-drawn frames. As computers increased in power, it became possible to do limited real-time physical simulations. A ragdoll is therefore a collection of multiple rigid bodies (each of which is ordinarily tied to a bone in the graphics engine's skeletal animation system) tied together by a system of constraints that restrict how the bones may move relative to each other.

9) A specular highlight is the bright spot of light that appears on shiny objects when illuminated (for example, see image at right). Specular highlights are important in 3D computer graphics, as they provide a strong visual cue for the shape of an object and its location with respect to light sources in the scene.

10) Heightmap or heightfield is a raster image used to store values, such as surface elevation data, for display in 3D computer graphics. A heightmap can be used in bump mapping to calculate where this 3D data would create shadow in a material, in displacement mapping to displace the actual geometric position of points over the textured surface, or for terrain where the heightmap is converted into a 3D mesh

11) First -"Stay until your lifebar get normal again" game.

12) First bump mapping was in Montezuma's Return.

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