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The 3D Software Rendering Technology of 1998's Thief: The Dark Project

4 months ago
  • #Thief: The Dark Project
  • #Game Development
  • #Rendering Technology
  • Thief: The Dark Project was released in 1998 by Looking Glass Studios as a purely software-rendered stealth game.
  • The game's rendering engine, primarily authored by the speaker, was later modified for hardware acceleration in System Shock 2 and Thief 2.
  • The engine was inspired by Quake but implemented portal-and-cell visibility dynamically at runtime, unlike Quake's precomputed PVS.
  • Thief used a breadth-first traversal of portals and cells to determine visibility, reducing overdraw with bounding octagons.
  • Objects and world polygons were rendered back-to-front with complex sorting to avoid occlusion issues, sometimes splitting objects across cells.
  • The game's CSG system used a temporal model for level construction, differing from Quake's approach, but faced issues with BSP tree splits.
  • Thief employed perspective texture mapping with custom routines optimized for the Pentium, supporting both power-of-two and arbitrary texture sizes.
  • Flexibility in rendering was achieved through a chain of post-processing functions, though some features like paletted lighting were abandoned.
  • The engine supported effects like colored portals and underwater fog, though some were underutilized or replaced.
  • Shared libraries handled vertex transformation, object rendering, and character skinning, with contributions from multiple team members.