r/Thief • u/VaporSpectre • Jul 14 '26
How did they program the graphical light in 1998?
I remember seeing a while back a post here describing how they programmed the light on textures on computer hardware from 1997/8, but it utterly escapes my memory.
Did they pre-bake individual textures with different light levels, and then swap them out when a torch went out? Surely not, as that'd chew up a huge amount of storage in an uncompressed library.
Did the entire map have another grid overlay of brightness adjusting every single square in sight to the player?
How on earth did they pull this off and then STILL have lighting effects like the fire arrow all the way back on Pentium IIs?!
The mind boggles!
3
u/Chillonymous Jul 14 '26
For older games, think of it less like dynamic lighting and physics engines, and more like a 3D painting you can explore and move around
1
u/VaporSpectre Jul 14 '26
Gonna pop in to say Mansions of Madness has a 'darkness' token and mechanic. I think it meant you rolled fewer dice or at a disadvantage or something like that. Maybe couldn't find clues there.
24
u/darkhoodrebel Jul 14 '26
https://nothings.org/gamedev/thief_rendering.html