leileilol wrote:I wanted to try tackling fogballs/"VolumetricLighting", but the way Unreal did it was by a lot of texture generation for software rendering, so that part's literally software rendered in glidedrv/d3ddrv/etc.. I tried a theory with a fan sphere and failed because it clipped a lot and ate a bunch of CPU for all the tracing I did..
I was always curious about that "fogball" effect in UE1. It's quite charming. It hasn't seen much use between UE1 games and actual 2020 volumetric lighting...