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2024 points randlet | 1 comments | | HN request time: 1.689s | source
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bla2 ◴[] No.17515883[source]
> I don't ever want to have to fight so hard for a PEP and find that so many people despise my decisions.

Leading a large open source project must be terrible in this age of constant outrage :-(

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sjm-lbm ◴[] No.17515955[source]
It's PHP and not Python, but every time I read something like this from a major open source figure, I always think of this old PHP mailing list thread:

https://bugs.php.net/bug.php?id=50696

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vxNsr ◴[] No.17516240[source]
O_o I wonder how many times I've spoken to someone and didn't realize who it was/how important they were because of the anonymity of the internet.
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fpgaminer ◴[] No.17517001[source]
When I was much younger I started building a ray casting engine. I was having trouble wrapping my brain around how to render the floors so ... I emailed Ken Silverman.

It escapes me now _why_ I emailed him. I certainly had no idea the gravity of who he was (for those also unaware, he is perhaps most famous for creating the Build engine used in games like Duke Nukem 3D). I believe I was under the false assumption at the time that the Build engine was a raycaster (I hadn't played Duke Nukem), and I probably found a personal page of his about the Build engine while trying to solve my problem.

Either way, young me emailed Ken Silverman like it was nothing. He responded! He corrected me about the Build engine, but also proceeded to help describe how to render floors in a raycasting engine.

It still took me awhile more to get the hang of the math, and I believe a few more emails back and forth with him. I feel bad now, knowing now who he was. But I appreciated his help immensely. I think I wrote 3 or 4 more ray casting and tracing engines back then. Some were rudimentary, one was a raycaster but allowed arbitrary 2D level geometry (and even used some tricks to put "holes" in walls to cheat windows and have multiple heights). One was for a code golf competition. And one was _super_ efficient; the math and levels were set up such that 90% of the logic was just binary math rather then having to do the usual multiplications, divisions, and square roots. They're a lot of fun to make and I learned a lot.

Ken, if you ever stumble on this comment, thank you!

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1. justin66 ◴[] No.17525407[source]
> Ken, if you ever stumble on this comment, thank you!

His email address takes a very short time to find and he's on Facebook. Just a suggestion: why not send a note and thank him for real? You might make his afternoon a little brighter.

(I'm awful about thank you notes and if you knew me you'd be within your rights to call me a hypocrite, but still!)