| ▲ | The 3D Software Rendering Technology of 1998's Thief: The Dark Project (2019)(nothings.org) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 77 points by suioir 6 hours ago | 33 comments | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| ▲ | pawelduda 34 minutes ago | parent | next [-] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Whaat, I started replaying the game literally a few days ago, and now I see this on HN! The graphics and obviously didn't age well, although there are some higher res texture packs, which help when you play it in 4k. The Steam version worked for me almost out of the box, after patching it with TFix The gameplay is okay-ish, probably due to nostalgia, but the AI is not the smartest, which creates a lot of fun situations - two guards trying to hit a giant spider inside a locked prison cell with swords, hitting only the cell door, instead of pressing a button next to them to open it, while calling the spider by name of the protagonist. But I remember that it was one of the scariest games for me as a kid, when it suddenly turned into dark fantasy horror from "just a thief game". I really had to push myself to walk past some of the undead and absolutely needed to make sure I cleaned the level thoroughly to be able to walk around comfortably. The world building, sound design (especially the ambient sound loops) and the aesthetics/general visual style is something really unique that keeps drawing me to this game and it's really telling by how well I remember some of the places, despite having not played the game for 10 years or so. Really a shame they gutted the franchise with the 2014 game and the very recent VR one. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| ▲ | ronjouch 3 hours ago | parent | prev | next [-] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
To Thief heads who played I and II and want more of it: play The Black Parade, an enormous mod 7 years in the making that is actually an entire new game. New gigantic maps full of secrets, style faithful to the original, weird universe, new story with cutscenes and voice acting. https://www.ttlg.com/forums/showthread.php?t=152429 I am not affiliated, just a fan. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| ▲ | klaussilveira an hour ago | parent | prev | next [-] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Also worth mentioning for Thief fans: The Dark Mod started as a Doom 3 mod, but now is a completely standalone, free and open source game: https://www.thedarkmod.com/main/ Hundreds of missions, an amazing Radiant fork maintained by the team, as well as an active and passionate community. They are awesome. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| ▲ | pkphilip 20 minutes ago | parent | prev | next [-] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
I was amazed at the immersive nature of the thief game play. Used to love the game and it was quite different from the other FPS type games of that era. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| ▲ | burmask 3 hours ago | parent | prev | next [-] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
People talk about the graphics, but it was the crescendo and decrescendo of guard sounds/singing/footsteps in Thief that made it one of the most immersive games I’ve ever played. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| ▲ | smitelli 4 hours ago | parent | prev | next [-] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Never played Thief, but I logged a lot of hours in Unreal, 1998. I was (and still am) amazed at how full-featured the software renderer was. I always wished I could peek at the code behind it. If memory serves, the only thing my 3dfx Voodoo3 could do that software-only mode could not was surface reflections. Maybe something with colored lighting too, it's been a long time. Point is, it was a decent enough substitute for dedicated graphics hardware. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| ▲ | rimunroe 24 minutes ago | parent | prev | next [-] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
On a related note, I believe the the engine they developed for the first two Thief games and System Shock 2, the Dark Engine, was also the first to use an entity-component system. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| ▲ | sagacity an hour ago | parent | prev | next [-] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
For reference, the surface cache referred to in the article is similar to the one in Quake. Basically, you have a bunch of regular textures that you want to use when rasterizing your polygons. On top of that you want to blend low resolution lightmaps. These lightmaps need filtering (typically bilinear) to appear smooth when blended on top of the original texture. It's wasteful to do this expensive filtering and blending every frame since the player typically sees those blended textures for a large number of frames when they're traversing the environment, so you keep a LRU cache of blended textures around. That's the surface cache. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| ▲ | pvo50555 2 hours ago | parent | prev | next [-] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
I loved Thief 1/2, these games were way ahead of their time and defined the genre for years to come. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| ▲ | ozzymuppet 4 hours ago | parent | prev | next [-] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
"Terra Nova: Strike Force Centauri" Oh my gosh, I remember that game. I picked it up at a computer swap meet, and it was awesome! | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| ▲ | evilturnip 3 hours ago | parent | prev | next [-] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
5-hour interview with Sean Barrett where he also talks about the technical details of the Thief engine: | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| ▲ | keyringlight 3 hours ago | parent | prev | next [-] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
It's interesting to see parallel development of certain features in the early 3D era and how they were used. The original Prey by 3D Realms was shown in demos in 1997/98 with portal tech including rotating it in a level prop, so it's interesting and ties into the game fiction instead of being only functional to stitch map areas together. There's likely more examples during that period when licensing an engine was less common. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| ▲ | lifetimerubyist 10 minutes ago | parent | prev | next [-] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Mind boggling what they achieved with software rendering. AI vibe coders couldn't even imagine being this competent. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| ▲ | tanepiper 5 hours ago | parent | prev [-] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
In 1999/2000 I worked on my own Thief levels using the dromed editor - it was both really fun to work with, and utterly frustrating - in a time before open source engines - there were so many small annoying bugs in the editor that would cause it to crash, so you SAVED often and even learned to version files as it was easy to screw up. But the geometry that could be created was stunning - from courtyards to cathedrals, levels allowed clever use of light and shadow. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||