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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.


I was too young to understand but I distinctly remember the 3Dfx version looking vastly better everywhere to my eyes. Reflections were amazing though. Could have been the higher resolution, or could have been the fact that I was playing on an older CPU at home at the time. I was jealous of the people with hardware acceleration.

The software renderer did display many effects and even textures different. This video does a great breakdown:

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


Did unreal have 16-bit color software rendering? Most software renderers back then that I recall only did 8-bit color and ran choppier than the 3D accelerated renderers on the hardware at the time. This made a pretty big difference especially with lighting in my experience.

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?

Everything 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.

Deus Ex too.

Original 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.

I 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.

The (incomplete) Thief2 and System Shock2 source code was leaked years ago from a Dreamcast development kit. I imagine a Google search would find you a download. I think I saved a copy too, someplace.

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.


There are definitely outside organizations whose sole responsibility is to monitor TV/radio broadcasts and nowadays even podcast sponsor breaks to ensure that ad copy is inserted as agreed. (Source: I was contracted to do some of that work for a time.)


You mean something other than ⌘+` ?


I'm the person who reimplemented Cosmo's Cosmic Adventure (DOS, 1992) and my original reasoning was a desire to know how it was able to do some of the graphical tricks it did on such underpowered hardware (it could run on an IBM AT). The game wasn't anything special by any metric, but it was an important piece of my childhood and I felt an attachment to it. I also learned a hell of a lot about the PC platform, the C ecosystem from the 80s, and my own tastes as an engineer.

https://github.com/smitelli/cosmore

https://cosmodoc.org/



I'd be interested in seeing an example of a well-composed 9:16 portrait photo. All the ones I have found look awkward.


Yeah, portrait photos aren't as narrow as that. I just measured some of mine, and they're 5x7, 8x10, and 11x16. By comparison, 9x16 feels claustrophobic.

I suspect that a still image is also different from video because, without motion, there's no feeling that if the person might move a few inches to one side and go out of frame.



I gotta say, I don't have the right personality traits to enjoy this kind of personal attention a lot of the time.

I've had experiences where the counter staff at my daily breakfast place started to recognize me and know what "usual" my order was going to be without my having to say it... and it really weirded me out more than anything else.

Sometimes I just want to be a faceless nobody, forgotten day after day by the businesses I visit and the public spaces I navigate.


> I don't have the right personality traits to enjoy this kind of personal attention a lot of the time

Have friends who work at the Four Seasons. This—low service interaction—is a common type of personalised attention patrons want.

I don’t think there is a social media cue for it. But even as someone who’s fairly extroverted, I got a note indicating I should be left alone if dining alone and reading.


Yeah I get what you mean. I think I'd be a lot more weirded out than delighted if a restaurant I was going to stalked my social media (such as it exists at all), attempted to deduce things I would like from it, and presented me those things at a meal.


Yeah I’m heavily introverted and feel the same way. It establishes a kind of social pressure that if I fail to hold up my side of the relationship I just get anxious


If you go so often that people remember you, I mean, what do you expect, that they somehow block the memory of you from their mind?


Percy Livermore: We must rid our speech of slang. Now, besides "OK", I want you all to promise me that there are two words that you will never use. One of these is "swell" and the other one is "lousy".

Lucy Ricardo: OK, what are they?

Percy Livermore: [with emphasis] One of them is "swell" and the other one is "lousy".

Fred Mertz: Well, give us the lousy one first.


Never realized the "chunky" in my chunky peanut butter was so profane. /s


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