Real-time volumetric fog was pretty mind-blowing when it debuted back in 1997.https://www.youtube.com/watch?v=qjgHgg1Gm8M …
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As far as I know, Unreal 1 had the first real-time implementation of volumetric dog. I used a formula table in an 1800's math book(!) to calculate a line integral on a 1/r^2 light falloff function using an arctan. ~200 cycles on Pentium, but fast enough on a 16x16 grid.
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Replying to @TimSweeneyEpic
You beat us. 1998 was the, unfortunately named, Wargasm. Engine features volumetric fog (smoke, steam), solid body and some soft physics: polygonal destruction and deformation, water perturbation, spring tensor nets, even some fluid dynamics for blood. https://m.youtube.com/watch?v=XfLqqGFHHTA … /1
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Replying to @zebedee666 @TimSweeneyEpic
1995,shipped some hacky approximation of fog (not volumetric) for passing through clouds(EF2000). All offline generated using least squared RGB distance palettes and blending between them so we could have differing palette between altitudes, all in x86 assembly. Fun times /eof
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Replying to @zebedee666 @TimSweeneyEpic
We all did such horrible things with 256-entry LUTs in those days!
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Replying to @tom_forsyth @TimSweeneyEpic
Lol... 256... not so fast sonny-Jim. Remember this was the time of Windows95 and WinG. MS:“Sorry/not sorry graphics developer, we need these 13 entries of the 256 LUT to ensure Windows has consistent UI colors”, “Oh, and if you use them well just trample on random entries”
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Replying to @zebedee666 @TimSweeneyEpic
Ugh... yeah. Well it was so you could interpolate a nice smooth gradient, and the LUT gave you the closest palette colour to use.
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Replying to @tom_forsyth @TimSweeneyEpic
I, and pretty much every artist, hated me (you read that right) for these tricks. It got worse when we used this for 2D position data, not just altitude. Whenever palette entry modified all looked like crap until I ran the baking step again. It led to my puppet being held hostage
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Replying to @zebedee666 @TimSweeneyEpic
IIRC some games would use the current palette, but also keep track of which colours they WISHED they had, and change the palette every few frames to try to get them.
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Replying to @tom_forsyth @TimSweeneyEpic
And then Todd Laney (of FlightSim fame) would come visit said developer and educate them on “the identity palette” and we... um, they, would jeer and boo and hiss at all the fun being sucked out of our meager existence and beg for the fun to be returned. Enter DirectDraw.
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Palettes are at the top of the list of things I don’t miss about old-school coding. Along with latches, segments, and timer interrupts!
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Replying to @TimSweeneyEpic @tom_forsyth
Oh, the memories... whenever we get too reminiscent of the good ol’ days just bring this up again Tim ;)
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