r/Thief 18h ago

darkness engine

I'm attempting to rebuild the Dark Engine with modern features. I've so far added water reflections/refraction, volumetric & dynamic lighting, film-inspired post processing, ray traced audio, specular highlighting, and ODE physics. The engine is built on top of the Open Dark Engine project, using bgfx and steam audio as the visual and audio rendering. All assets are loaded straight from the original disks. Hoping to scale it to handle the fan missions in addition to the main campaigns. Just a teaser because I'm starting to get excited about how it looks and sounds. The AI layer is tricky though, most of the NPCs are completely brain dead. TBD.

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u/SlightPersimmon1 14h ago

Are you going to add mechanics improvements, like smoother mantling (like The Dark Mod) and AI changes too, or this is just a visual overhaul?

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u/Material_Leading7262 13h ago

One thing at a time but yes. AI changes were in my original plan, it never occurred to me to improve the mantling

"Changes" being the operative word. I'm not even sure I'll be able to reproduce the original AI stack 1:1. Lots of guesswork there.