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Posted: Wed Jan 28, 2009 11:09 pm
by wackyman465
I hereby declare an all out pun war with you, DaddyHoggy!

Posted: Thu Jan 29, 2009 12:03 am
by DaddyHoggy
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.

8) :wink:

Posted: Thu Jan 29, 2009 12:18 am
by wackyman465
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...

Posted: Thu Jan 29, 2009 12:38 am
by JensAyton
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.)

Posted: Thu Jan 29, 2009 1:40 am
by Cmdr Wyvern
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.

8) :wink:
:groan:

DH is on a 'roll'.

Posted: Thu Jan 29, 2009 10:52 pm
by wackyman465
Why, Vern? Why support him?

I'll put him on a roll... mmm ham and cheese.. well done!