11/7/2022 0 Comments Sega model 3 maximus arcade
At that time, all Sega's arcade games were based on sprites. We made a cool looking video tape with music and sound effects and hit the road. SEGA MODEL 3 MAXIMUS ARCADE GENERATORThis whole thing ran in real-time, at 60 frames per second, with about 6,000 polygons per frame, on 1M pixel displays, on a Compu-Scene PT2000 image generator which sold for about $1.5M. To that geometrically correct model, we added a couple of Formula One race cars with reasonably good vehicle dynamics that you could "drive". Near the end of 1990, we asked our demo group to model the Daytona International Speedway(r), which was conveniently located across the street from our facility. SEGA MODEL 3 MAXIMUS ARCADE HOW TOThe unanswered question at the time was how to take multi-million dollar technology into these very cost sensitive markets. In the area of entertainment, we researched home video games, arcades, locationbased entertainment, and theme park rides. Things like medical imaging, engineering workstations, theme park rides, and entertainment were evaluated. That question prompted us to start a market research project to look at markets which would find real-time 3D graphics useful. It was in 1990 that GE started asking the question - "What other markets could we apply simulation and image generation technology to?" The customer base was pretty much limited to the Defense Department and the research departments of major aerospace companies. GE saw the potential for computer generated imagery to be used to train pilots in the military and started to invest into perfecting and improving the technology.Ĭompu-Scene systems in 1990 typically sold for over $2 million dollars. This first Compu-Scene system had something like 16 polygons, ran at 60 Hz, and filled up a large room with electronics equipment. SEGA MODEL 3 MAXIMUS ARCADE TVThe very first Compu-Scene image generator was built to train astronauts how to dock the Apollo Command Module with the Lunar Module when it was discovered that the black & white TV camera/model board system in use was inadequate. Just to put GE's vast experience related to 3D graphics and image generation in context, they actually got into the simulation business as part of their contracts with NASA to support astronaut training for the Apollo Program back in the mid-1960's. Compu-Scene devices produced computer generated scenes that were accurate in the visual, radar, and infrared spectrums for use in simulators. GE/SCSD had perfected the visual imagery required for simulators over the years in its Compu-Scene(r) family of image generators. A simple and obvious concept, but something that took years to develop. The illusion is not complete unless the trainee is also given the correct visual cues. The crew compartment was an exact replica of the inside of an M1 turret- the gun breach is there, the gunsites are there, the fire control computer functions, the sounds of the engine and turret motors are real, the controls are located in the right place, and everything has the right feel and function. SEGA MODEL 3 MAXIMUS ARCADE SIMULATORThe goal was to put a trainee in a simulator and make it realistic enough so that he was convinced he was sitting in his M1 tank, in the desert in Iraq, at night, and a hostile T-72 Iraqi tank was 3000 meters away swinging its turret towards him. The systems were multi-million dollar devices which accurately replicated tanks, helicopters, and fixed-wing aircraft. GE/SCSD designed and built advanced simulation systems for military training and research. The GE Aerospace unit responsible for simulation at that time was GE Aerospace Simulation & Control Systems Department (GE/SCSD), located in Daytona Beach, Florida. If you can give me something like a brief case study of how you got into the arcade business:īack in 1990, GE Aerospace directed its operating units to look for ways to leverage aerospace technologies into "commercial adjacent markets". The emphasis here is on the arcade systems that Real3D was developing for Sega. SEGA MODEL 3 MAXIMUS ARCADE ARCHIVEThere is also an archive article at in the graphics section which gives another spin on what follows, and Real3D. These are excerpts from an interview I did with Jon Lenyo of Real3D last year which might help shed some background light on the company. If nothing else, it points out the thinking behind much of the contemporary technologies you see in the 3D market. I thought this might make an interesting read. Real3D - an interview with Jon Lenyo in late 1998
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