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The 3D Software Rendering Technology of 1998's Thief: The Dark Project (2019)
- pvo50555 8mo agoI loved Thief 1/2, these games were way ahead of their time and defined the genre for years to come.
- tanepiper 8mo agoIn 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.
- ozzymuppet 8mo 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!
- Sharlin 8mo agoI'd love to see a modern interpretation of Terra Nova or Heavy Gear. There are few games about infantry equipped with powered battle suits and heavy weaponry, which I find sort of odd given how cool the concept is.
- WorldMaker 8mo agoHelldivers 2 is probably the most vogue infantry with powered battle suits and heavy weaponry game right now. Also I suppose almost the entire Halo franchise was always about that.
- smitelli 8mo agoNever 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.
- deleted 8mo ago[deleted]
- qsera 8mo agoBut 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?
- MisterTea 8mo agoOriginal Unreal had soft rendering just like Quake 1/2 and so on. Though at that point my brother and I had saved up enough beans to buy a Voodoo2.
- wincy 8mo agoI think it was the graphics card. I remember getting a paper route and waking up at 5am every morning to save up the money for my Voodoo card. Was absolutely mind blowing as a 13 year old.
- misnome 8mo agoEverything up to (and including) Unreal Tournament had software rendering. It was one of the selling points when its competitor (Quake 3) was Hardware-accelerated-only.
- anthk 8mo agoDeus Ex too.
- burmask 8mo agoPeople 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 8mo agoIt had a physically based sound engine I think?
- pcdoodle 8mo ago[dead]
- marginalia_nu 8mo agoYeah, the graphics were honestly kinda underwhelming, in particular the models were behind the curve compared to contemporary titles like Half-Life, and this didn't really improve with later titles like System Shock 2, where half the horror was the distorted textures stretched across the faces of the models. I think what modern games have lost, that some of these late 90s titles absolutely nailed (Thief in particular), is the sound design and ambiance, which is just so dang evocative. Even the smallest incidental sounds had so much character. Picking up an item, pulling a lever, footsteps on the floor. Modern games use such flat sounds for everything. Sure it's more realistic, at the cost of character and vibe.
- EvanAnderson 8mo agoI never played Thief, so I can't compare two. I was really impressed w/ System Shock 2. re: the graphics - I don't remember being particularly underwhelmed by the graphics, but I didn't play many contemporary titles to compare it to. I was drawn-in by the System Shock franchise, but otherwise didn't really game. For me the horror element came from the voice acting on the audio journals, the voices of "the many", and those goddamned cyborg assassins.
- marginalia_nu 8mo ago
- evilturnip 8mo ago5-hour interview with Sean Barrett where he also talks about the technical details of the Thief engine: https://www.youtube.com/watch?v=T1tXepGXDDM https://www.youtube.com/watch?v=T1tXepGXDDM
- Eric_WVGG 8mo agoand "the Digital Antiquarian" just did a great, deep two-parter on the history of Looking Glass last autumn. (covers Thief, Thief 2, System Shock, and some forgotten oddities) https://www.filfre.net/2025/10/a-looking-glass-half-empty-part-1-just-lookin-for-a-hit/ https://www.filfre.net/2025/10/a-looking-glass-half-empty-pa...
- ronjouch 8mo agoTo 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 https://www.ttlg.com/forums/showthread.php?t=152429 I am not affiliated, just a fan.
- rimunroe 8mo agoFrom what I've heard The Black Parade mission style hews close to the style of Thief: The Dark Project. If your tastes are closer to Thief II: The Metal Age (or you'd just like more taffing about), I enjoyed T2X: Shadows of the Metal Age[1] quite a bit. The voice acting was pretty rough in places, but I found that kinda charming. I've also heard good things about Death's Cold Embrace[2]. [1] https://www.thief2x.com/ https://www.thief2x.com/ [2] https://www.ttlg.com/forums/showthread.php?t=148371 https://www.ttlg.com/forums/showthread.php?t=148371
- ronjouch 8mo agoAgreed, thx for the additions :) . While we’re here sharing Thief goodies: 1. The essentials: TFix (https://www.ttlg.com/forums/showthread.php?t=134733 https://www.ttlg.com/forums/showthread.php?t=134733) and T2Fix (https://www.ttlg.com/forums/showthread.php?t=149669 https://www.ttlg.com/forums/showthread.php?t=149669) 2. The best place to find Fan Missions (FMs) is https://www.thiefguild.com/fanmissions/ https://www.thiefguild.com/fanmissions/ , and the best GUI to manage & play them is https://github.com/FenPhoenix/AngelLoader https://github.com/FenPhoenix/AngelLoader . 3. For a good “enhanced, yet true to the original” visual textures + models pack, grab https://github.com/NamelessVoice/Thief-Enhancement-Pack https://github.com/NamelessVoice/Thief-Enhancement-Pack 4. These days even Thief III is enjoyable, thanks to the https://www.moddb.com/mods/thief-3-sneaky-upgrade https://www.moddb.com/mods/thief-3-sneaky-upgrade megapatch doing crazy things like stapling back together maps that had to be cut-with-loading-screen due to Xbox limitations!
- pawelduda 8mo agoHow would you compare The Black Parade to The Dark Project?
- keyringlight 8mo agoIt'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.
- klaussilveira 8mo agoAlso 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/ 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.
- sagacity 8mo agoFor 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.
- pawelduda 8mo agoWhaat, 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.
- tannhaeuser 8mo agoThief pretty much defined the stealth game genre, at least it did for me, where it's game over basically if you try to go all out on enemies. I may be wrong but I don't believe cleaning a level of enemies is the way forward in later levels.
- pawelduda 8mo agoYou can get rid of all human enemies by knocking them unconscious (I play expert mostly so killing is forbidden anyway). But right, if you go rambo even on lower difficulty levels, you'll most likely get overwhelmed For the rest, you're limited by supplies you buy or find but I believe it's possible to clear mostly everything if you don't miss. I know because I found myself running around the entire map to find the remaining 1% of the loot goal
- rimunroe 8mo ago
- rimunroe 8mo agoOn 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.
- pkphilip 8mo agoI 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.
- lifetimerubyist 8mo ago[flagged]
- FrankBooth 8mo agoRuby coders couldn’t even imagine being this competent.
- lifetimerubyist 8mo agoI am fairly aware of what I don’t know and incrementally try to fill in the gaps when I can. Vibe coders are proud of what they don’t know.
- rickstanley 8mo agoI think I played Thief 1 & 2 over 15 times in total, no hyperbole. I really, really like the atmosphere, the world building and Hammerites old-english and tenets (https://youtu.be/1gnGITh1cw8 https://youtu.be/1gnGITh1cw8)... all of it. I even created a question to understand a specific phrase construction: https://english.stackexchange.com/q/588796 https://english.stackexchange.com/q/588796. Good times.
- honktime 8mo agoI'd love a black mesa style recreation of thief. I played it recently (its older than me) and I enjoyed it a lot, but its pretty rough in parts for me and my modern sensibilities. The Dark Project is really cool as a platform, and seems like it'd be ideal for that sort of recreation, but the community seems pretty nervous of the legalities of such a project which is a shame.
- nylonstrung 8mo agoEven cooler is that Entity-Component System was literally invented to create this game, in the form of the Dark Object System. It's one of the most successful patterns in game dev and it's remarkable it came from 90s game dev where "composition over inheritance" was not at all a virtue like it is today
- OldOneEye 8mo agoI really hope the author of this article can read this comment: I want to thank you from the bottom of my heart for the excellent games that you all built in that era. Thief 1 and 2 are part of my formative games. I played it when I was a teen. The lore, the ambient, the thrill of playing a non combat game (well, at least until you get the sword to beat the bad guys in the last stages, in Thief 1). I could never like mainstream games to the same extent all my friends did after playing Thief 1 and 2. They may have had better graphics, but they did not have the same soul, passion and love that those games had. It was with a lot of sadness that I read about the demise of Looking Glass studio. To add a funny anecdote to this, I enjoyed the game even though I barely understood the dialogue and text, being a Spaniard. But it was one of those games that sparked my interest to learn English (alongside Zelda, A link to the past xDD)
- fabiensanglard 8mo agoThis is one of my all-time favorite page. Zero effort in presentation but the pure gold content proves that the fluff does not matter the slighest.
- programmanager 8mo agoIt’s wild how much Thief achieved with pure software rendering. The lighting and atmosphere aged better than a lot of early hardware-accelerated games—especially how darkness was integral to gameplay, not just visuals. Constraints really pushed smarter design.
- deleted 8mo ago[deleted]
- Panzerschrek 8mo agoI have used this article as inspiration for my own software renderer. The portal-based clipping algorithm described in it is great, but sometimes too slow for very complex scenes.
- djmips 8mo agoThis writeup sounds a lot like what was happening at CaveDog - Props to Carmack / Id software for publishing the workings of Quake - Our engine AmenEngine also was directly inspired in the same way but didn't work the same in the details. It would be interesting to see how many modern engines have their roots in Quake.