bitinn,
@bitinn@mastodon.gamedev.place avatar

It is interesting players would dig into a 20-year-old game and actual find details where it is rendered more realistically than more recent titles.

https://www.youtube.com/watch?v=BLV8g9xCpnI

andrewwillmott,
@andrewwillmott@mastodon.gamedev.place avatar

@bitinn Man, that's so nice to see. First game I worked on. I implemented the lighting system, material system, and effects system, fresh off of a Global Illumination PhD from CMU. Plus a few other things. Even the lot imposterisation system for the neighbourhood launch screen was quite advanced for the time.

I thought in particular the guy who owned the animation system was on the top of his game, but sadly he left the games industry a few years afterwards.

20 years though. Argh!

bitinn,
@bitinn@mastodon.gamedev.place avatar

@andrewwillmott you might be surprised but I do remember reading your presentation deck on the Sims 2 GI😀

I just never noticed things like refrigerator lighting, are they point lights or also a form of dynamic GI (using SH?)

andrewwillmott,
@andrewwillmott@mastodon.gamedev.place avatar

@bitinn Good lord :)

A bit of both if I recall. The CPU-generated lightmap would be updated with broad-scale pseudo-radiosity effects, but we also had the classic (at the time) most-influential-point-lights thing on the GPU, basically via 2-band SH. (I think! It was a long time ago.)

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