The future for gaming: ray-tracing.
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- wackyman465
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- DaddyHoggy
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A 21-pun salute for the Wacky-one!
Is that a pun in your pocket or are you just pleased to see me?
What happens when you cross electricity, a cake and a bad joke? You get a current-pun.
Is that a pun in your pocket or are you just pleased to see me?
What happens when you cross electricity, a cake and a bad joke? You get a current-pun.
Oolite Life is now revealed hereSelezen wrote:Apparently I was having a DaddyHoggy moment.
- wackyman465
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Bad choke? I'll fill your inbox with so many puns, it'll choke you, alright!
Besides, I am not the Wacky-One, I am but the 465th..
Round one to....
We need an impartial judge...
Besides, I am not the Wacky-One, I am but the 465th..
Round one to....
We need an impartial judge...
I shot him back first. That is to say, I read his mind and fired before he would have fired on me. No, sir, he wasn't a fugitive.
- JensAyton
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Funnily enough, the first game I saw real-time reflections in – Duke Nukem 3D – was a ray-traced game. However, in that context, the synonym “raycasting” is usually used.
(In “2.5D” games, walls were drawn by casting a ray from the eye into the map for each column of pixels, typically resulting in 320 or 640 rays per frame. Initially this only allowed vertical walls and flat ceilings or floors, but it was eventually generalized to allow restricted use of sloping elements. Just as in full 3D ray tracing, reflections are a simple matter of bouncing rays off reflective surfaces. The technique would permit vertically-aligned cylindrical mirrors as well as flat ones, but I doubt anyone ever bothered because it would be difficult to handle sprites, which were generally rendered as a separate pass.)
(In “2.5D” games, walls were drawn by casting a ray from the eye into the map for each column of pixels, typically resulting in 320 or 640 rays per frame. Initially this only allowed vertical walls and flat ceilings or floors, but it was eventually generalized to allow restricted use of sloping elements. Just as in full 3D ray tracing, reflections are a simple matter of bouncing rays off reflective surfaces. The technique would permit vertically-aligned cylindrical mirrors as well as flat ones, but I doubt anyone ever bothered because it would be difficult to handle sprites, which were generally rendered as a separate pass.)
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- Cmdr Wyvern
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:groan:DaddyHoggy wrote:A 21-pun salute for the Wacky-one!
Is that a pun in your pocket or are you just pleased to see me?
What happens when you cross electricity, a cake and a bad joke? You get a current-pun.
DH is on a 'roll'.
Running Oolite buttery smooth & rock stable w/ tons of eyecandy oxps on:
ASUS Prime X370-A
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ASUS Prime X370-A
Ryzen 5 1500X
16GB DDR4 3200MHZ
128GB NVMe M.2 SSD (Boot drive)
1TB Hybrid HDD (For software and games)
EVGA GTX-1070 SC
1080P Samsung large screen monitor
- wackyman465
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