8 comments

  • smitelli 40 minutes ago

    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.

    • markus_zhang 14 minutes ago

      The guys in OldUnreal have access to the source code AFAIRemember. Epic gave them the source code so they can produce those patches. They also improved the UT99 engine I think.

    • qsera 20 minutes ago

      But I remember Unreal being unreachable for me at that time because I couldn't even dream of getting a graphics accelerator and it won't even start with out a one, or was it the sound card requirement that was the blocker?

  • evilturnip 17 minutes ago

    5-hour interview with Sean Barrett where he also talks about the technical details of the Thief engine:

    https://www.youtube.com/watch?v=T1tXepGXDDM

  • burmask 30 minutes ago

    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.

    • ubercore a few seconds ago

      It had a physically based sound engine I think?

  • ozzymuppet an hour ago

    "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!

  • tanepiper 3 hours ago

    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.