Far as graphics go, one of the most fascinating things to vee is water.

During the ultra-photorealistic push water evaded us, leaving most game devs to choose one of about half a dozen ways to simulate it artistically with a combination of transparencies, shaders, and reflections.

Even now, how games do water is still largely an artistic choice because the way we do graphics just doesn't handle the concept of "Moving, semi-transparent, refracting, non-normal, non-tessellating mesh"
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@trysdyn We spent far too long trying to figure out what the hell the symbolism of water was in final fantasy X because they put it so front-and-center in so many important scenes

it turns out it was just "look we have powerful renderers now and can do fancy water effects"
-F

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