Elite: "The game that couldn't be written"

Alexander the ok
30 Nov 202362:03
EducationalLearning
32 Likes 10 Comments

TLDRThe 1984 game Elite, created by Ian Bell and David Braben, revolutionized gaming in the UK by providing the first open-world 3D graphics and gameplay on a home computer. It overcame hardware limitations through innovative techniques like a split resolution display. Its procedural generation created an expansive universe within tiny memory constraints. Elite inspired a generation of developers, catalyzed the UK gaming industry, and set precedents that enabled modern 3D graphics and GPU computing.

Takeaways
  • ๐Ÿ˜ฒ Elite was a revolutionary 3D open world space trading/combat game released in 1984 for the BBC Microcomputer
  • ๐Ÿ•น๏ธ It was coded in just 22kB of assembly language by two Cambridge university students: Ian Bell and David Braben
  • ๐Ÿ“ˆ Its procedural generation created an entire universe with 8000+ exploreable star systems across 8 galaxies
  • ๐Ÿ‘พ The split screen technique gave high resolution wireframe graphics and a colorful cockpit display simultaneously
  • ๐Ÿ” The physics calculations for hidden line removal were ingeniously optimized to run smoothly on the BBC Micro
  • ๐Ÿ›ฐ๏ธ The seed generation algorithm and bit manipulation techniques define every attribute of every star system procedurally
  • ๐Ÿ›ธ The fast pseudo-3D radar mini map provides an intuitive awareness of threats in the 3D space surrounding the player's ship
  • ๐Ÿ† Elite pioneered open world and physics based gaming, shaped the early UK games industry, and inspired a generation of programmers
  • ๐Ÿš€ David Braben went on to found Frontier Developments, release Elite Dangerous, and co-create the revolutionary Raspberry Pi computer
  • ๐ŸŽฎ Elite demonstrated the potential of home computing and 8-bit hardware, setting the stage for rapid advancement in graphics and game design
Q & A
  • What was the impact of Elite video game in the UK?

    -Elite had a huge impact in the UK when it was released in 1984, becoming an immediate national sensation. It revolutionized computer gaming overnight and inspired a whole generation of British software developers and coders.

  • How was Elite able to produce high resolution and color graphics on the BBC Micro?

    -Elite used a clever split screen configuration - the top half displayed high resolution vector graphics for the space combat, while the bottom half showed a lower resolution but colorful dashboard.

  • How did Elite implement 3D graphics and hidden line removal?

    -Elite stored ship blueprints as lookup tables with vertices, edges, and face normal vectors. By calculating dot products between face normal and line of sight vectors, hidden faces could be omitted.

  • How was Elite's universe procedurally generated?

    -The universe was generated deterministically from a starting 'seed' value. Mathematical operations on this seed produced the positions and attributes of the first system. Further operations on those values gave the next system, and so on.

  • How did Elite create such an advanced game with only 22 KB of memory?

    -Elite's code consisted of optimized assembly language subroutines for individual tasks. By meticulously saving memory and compute cycles in each subroutine, the whole game came together in a very small memory footprint.

  • What was the 6502 CPU used in the BBC Micro capable of?

    -The 8-bit 6502 CPU could move 8 bits of data at a time, do simple arithmetic operations on 8 bit values, and jump to different parts of the program code. That was it - very limited compared to modern CPUs.

  • How did the radar display work in Elite?

    -The radar calculated an on-screen X,Y position for each ship based on its position relative to the player in 3D space. It then plotted a 'stick' pointing in the ship's direction - giving an intuitive radar view.

  • What impact did Elite have on the UK gaming industry?

    -Elite inspired a whole generation of British games developers. It showed what was possible on 8 bit computers and ushered in more complex, open world games. The UK went on to produce many seminal video games.

  • How were GPUs for gaming linked to AI/ML?

    -In the 2000s it was found gaming GPUs could train neural nets very fast by parallelizing matrix math ops. This made AI/ML accessible and led to mass GPU adoption before other fields.

  • Did Elite lead to growth of indie gaming?

    -Yes - by showing a advanced games were possible from small teams, Elite paved the way for many 'bedroom coder' indie titles in subsequent decades as tools like Unity became available.

Outlines
00:00
๐Ÿ“บ Intro to Elite, its impact, and backstory

The paragraph introduces Elite, a revolutionary 3D space trading game released in 1984 for the BBC Microcomputer. It had advanced graphics and open world gameplay, impacting gaming and computing in the UK. The narrator explains his personal and professional connections to Elite and provides a high-level background.

05:00
๐Ÿšฉ Political disclaimer before analyzing Elite's origins

The narrator makes a disclaimer separating his analysis of Elite from politics, stating the game was created under the controversial Thatcher government but viewers should form their own opinions on any political aspects.

10:03
๐ŸŽฅ Behind the scenes on mixing real and animated Elite footage

The narrator explains he will mix real Elite gameplay footage with custom 3D animations by Artem Tatarchenko for illustration, denoting animated content with a thumbnail so viewers aren't confused.

15:03
๐Ÿ‘จโ€๐Ÿ’ป Restoring the narrator's broken BBC Microcomputer

The narrator acquired a broken BBC Microcomputer, the machine Elite was created for, which came with a cassette tape copy of Elite. Footage shows the narrator restoring the device, allowing him to experience loading Elite via cassette.

20:06
โ“ Why the UK government backed the BBC Microcomputer project

The paragraph recounts how the UK fell behind the US in personal computing by the late 1970s. The government and BBC collaborated on the computer literacy project to teach the nation about computing, commissioning and subsidizing the BBC Micro.

25:10
๐Ÿ”ฌ Diving into the BBC Micro's advanced hardware capabilities

The narrator analyzes the BBC Micro's technical specifications including its CPU, memory configuration, video and sound processors. He highlights advanced features like networking, expansion, and a high quality keyboard that set it apart from competitors.

30:12
๐Ÿš€ Overview of Elite's open world space simulation gameplay

The paragraph summarizes Elite's open ended gameplay, including roles like trading, combat, mining, and free exploration across billions of planets. Key features like the notoriously difficult docking, dynamic economy, and threat from pirates are mentioned.

35:13
๐Ÿ’พ Detail on Elite's tape vs disk versions and hardware constraints

The narrator explains technical constraints required the tape version of Elite to fit entirely in memory, while the disk version could load additional assets from disk. But strict hardware limitations applied even when loading from disk.

40:18
๐Ÿคฏ The extreme efficiency needed to draw Elite's 3D graphics in real time

Drawing Elite's advanced 3D vector graphics on limited hardware required ingenious optimization. The paragraph tries to contextualize the scale using modern hardware, determining Elite could fit in modern CPU cache rather than RAM.

45:28
๐Ÿ”Ž Overview of Elite's elegant modular code structure

To understand Elite's extremely efficient code, the narrator explains its modular structure containing a main loop calling optimized subroutines for tasks like line drawing. He cites excellent references analyzing the full original source code.

50:30
๐Ÿ–ฅ๏ธ How Elite combines high resolution graphics with color modes

The narrator praises Elite's split screen as another innovation, using timing interrupts to alternate between a high resolution monochrome view for flight and a lower resolution color panel for instrumentation.

55:33
๐Ÿ“ Details on Elite's method for removing hidden 3D lines

By only drawing visible edges of 3D objects and using precomputed face normals, Elite applied hidden surface removal on low hardware. The narrator walks through the elegant method using vectors and dot products to determine visibility.

๐ŸŽฒ How Elite's revolutionary procedural generation works

Procedural generation of billions of planets from just 3 seed numbers let Elite pack variety into tiny memory. Formulas and bit patterns defining planet details are revealed, generating variation while allowing the same universe between runs.

โ˜„๏ธ Diving into the code for Elite's real-time radar display

The radar provides an intuitive situational heads up display for combat. The narrator painstakingly analyzes the elegant 6502 assembly language implementation, involving math, optimizations, and clever XOR pixel writes.

Mindmap
Keywords
๐Ÿ’กElite
Elite is the name of the groundbreaking 3D space trading and combat simulation game released in 1984 for the BBC Microcomputer. It featured cutting-edge 3D vector graphics, an expansive procedurally generated universe, and open-ended gameplay. The game was revolutionary in pushing the boundaries of what was possible on home computer hardware at the time.
๐Ÿ’กBBC Micro
The BBC Micro was an affordable home computer released in 1981 as part of a UK government initiative to increase computer literacy. With its fast processor, expandable hardware, and BASIC programming language, the BBC Micro became very popular in UK schools and homes. Elite was originally created for the BBC Micro, taking advantage of its capabilities.
๐Ÿ’ก6502 processor
The MOS 6502 was an 8-bit microprocessor used in popular home computers like the BBC Micro, Apple II, and Commodore 64. With a simple architecture focused on data movement and basic arithmetic logic, the 6502 was very constrained yet fast and efficient for the time. The developers of Elite pushed the 6502 to its limits in order to generate real-time 3D graphics.
๐Ÿ’กAssembly language
Assembly language consists of human-readable code that maps closely to a system's machine code instructions. Elite was written in 6502 Assembly rather than a higher level language like BASIC because Assembly allowed direct hardware access and optimization, critical for the advanced 3D graphics. However, Assembly is more complex and difficult to program.
๐Ÿ’ก3D graphics
The smooth 3D wireframe graphics of Elite, using techniques like hidden line removal, texture-mapped backgrounds, and split-screen display modes, were exceptionally advanced for home computers in 1984. This allowed for immersive spaceship combat and trading visuals never before seen at home.
๐Ÿ’กProcedural generation
Elite's expansive universe of over 2000 planets was procedurally generated using a clever seeded formula, creating unlimited replayability. This also conserved precious memory compared to manually designing all game assets.
๐Ÿ’กMemory addressing
Assembly language allows direct access to hardware like memory. Elite used clever memory allocation and addressing techniques to optimize performance, like accessing the fast Zero Page workspace and creatively configuring the display framebuffer.
๐Ÿ’กSubroutines
Subroutines are reusable sections of code performing specific tasks. Elite's elegant modular structure with optimized subroutines for tasks like 3D math and polygon rendering conserved memory and enabled excellent performance despite hardware limitations.
๐Ÿ’กGaming industry
Elite's revolutionary open-world graphics and design showed the potential of games as serious creative and commercial works rather than just technical demos. Elite helped jumpstart the entire UK gaming industry and shaped its leading status for decades to come.
๐Ÿ’กHome computing
By demonstrating such cutting-edge gameplay on accessible home micros like the BBC Micro, Elite fueled wider interest in home computers and programming in the UK, leading to a boom in computer literacy critical for future tech innovation.
Highlights

Elite changed gaming in Europe overnight. It was an open universe game with full, true 3D graphics, a procedurally generated universe, a backstory, pirates, trading, asteroid mining, an economy.

The universe of 8 galaxies, each consisting of 256 stars, along with their descriptions, market prices and system characteristics was procedurally generated: another first.

Elite was created over 2 years by Ian Bell and David Braben in assembly language for the BBC Microcomputer with only 32KB of RAM.

Elite used a split screen configuration with high resolution graphics but no color on top, and lower resolution color graphics on bottom - this was the first game to do so.

Elite performed hidden line removal using precomputed face normal vectors and vector math - convex ship designs ensured it worked.

The universe was procedurally generated using seed values and a formula to determine galaxy, system and planet attributes.

The radar provides a full 3D representation of space around the player for easy understanding of surroundings.

The code consists of optimized assembly language subroutines for individual tasks that combine to create the game universe.

Elite inspired a generation of British software developers and jumpstarted the UK gaming industry.

Ian Bell open sourced Elite's code, while David Braben founded Frontier Developments and helped create the Raspberry Pi.

Elite was ported to almost every major platform at the time, even the limited NES.

Elite showed what was possible on 8-bit hardware, ending arcade shooter dominance. It opened floodgates for richer game experiences.

Elite's graphics pushed hardware limits - GPUs were later created to parallelize graphics computations.

GPUs meant for 3D games proved useful for neural network model training, now vital for machine learning.

The UK gaming industry birthed many hugely influential, top-selling games after Elite showed what was possible.

Transcripts
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