Graphics

Articles (291)

Info Guide #13 01 April 2021
Code - effects of rotators and mouth zoomers
Code - About tunnels and skyscrapers
GFX - Photorealism: ways to convey the desaturated colors inherent in real photographs
GFX - Preparing graphic resources when creating games on the ZX Spectrum
Info Guide #12 31 December 2017
Code - 3D engine: fragments.
Graphics - palette: Palette effects in games.
ACNews #61 21 January 2016
How to convert graphics to color per point - how to convert graphics to the "EGA" ATM Turbo mode.
How to convert gfx for colour-per-pixel mode - how to convert gfx to "EGA" mode of ATM Turbo.
Info Guide #11 05 July 2015
Code - point of view: projection of space onto the screen from one point.
Code - chunk effect: Magnets stretching
Code - About the flickering border: using flickering to increase the resolution on the border.
Wild Mind - video compression algorithm - 16 colors per pixel.
ACNews #55 18 May 2009
Coding - About smooth leafing.
ACNews #52 16 September 2008
Graphics - Three bitplanes.
Info Guide #10 30 April 2007
Graphics - How to quickly draw colorful pictures.
Info Guide #09 31 July 2006
Inferno - On the voxel flying elephant IG # 5.
Joint #01 31 January 2006
Artique - Schafft: about why the flaw, inattention, and sometimes even negative relation to ascii-art to Spectrum'e.
Artique - a pseudo-tutorial on drawing ascii pseudo-graphics.
Info Guide #08 30 November 2005
Softinka - Improved graphics converter Gigascreen.
Softinka - 384x304 viewer. program allows you to view color pictures, is larger than the screen.
Info Guide #07 31 May 2005
Likbez - The principles of converting graphics PC-ZX.
For Coderz - Programming for the video mode 384x304.
Video - On packaging for a video ZX Spectrum.
ZX Time #14 08 January 2005
Coders - Water effect: You need to make clips, not demos!
3Bit #01 03 January 2005
Programming - the procedure to print the text fonts, 8x8, 6x8, 5x8, 4x8 pixels.
Adventurer #15 31 July 2004
Tutorials - More color! Description packer color video from the demo Weed.
Tutorials - More colours!!! Description packer color video from the demo "Weed".
Tutorials - hewle splines - programs to create spline curves.
Info Guide #05 30 April 2004
For Coderz - RAYCASTING - make yourself a little DOOM'a. Tracing algorithm 3D maze in the game WOLF.
For Coderz - Nuances Raycasting-a.
ZX Time #13 09 August 2003
Exchange of experience - Image conversion: Programs, tips, instructions.
Adventurer #14 30 June 2003
Tutorials - a new word in demomakinge: chankovy engine 2x2.
Tutorials - New trend in demomaking: Chunks 2x2.
Book #01 05 February 2003
IZHnews #0C - Nonsense.
Promised Land #03 14 December 2002
Smart Print - procedure for proportional font printing.
ZX Time #10 22 November 2002
Coders - recursion on the Spectrum.
Inferno #03 22 November 2002
Opportunities Spectrum - Pseudo-Color: Myth or Reality? Algorithm translation in black and white in color.
Bred #01 30 September 2002
For programmers - a procedure for outputting a sprite of size 2*2 familiar places from Capry/Studio Stall.
Opex #07 19 June 2002
All kinds of nonsense - And now just a little nonsense, well, to delay the assault on BRADS TALE...
Adventurer #13 31 March 2002
Exchange of experience - Floyd-Steinberg method for converting images from a larger number of colors in the least.
DonNews #16 22 March 2002
GFX'y - ... very funny, even information came from MICK-but from the DPL.
TargeT #10 01 March 2002
Coding - Load the following program on Ustav'e-2oo2.01.24 into your overheated brain
Ferrum - I bring to your attention the “reflections on the steering wheel” of comrade Nemo.
Last 128 #01 01 January 2002
About all kinds of bullshit - nonsense.
Last 128 #03 01 January 2002
Ministry of Punk Education - about all kinds of bullshit.
Buzz #20 31 December 2001
How to make cool ASCII logo - how to draw a cool logo in ASCII.
ZX Time #05 14 December 2001
Coder - scroller on the curb.
ZX Time #04 17 November 2001
Coder - "The Saga of the curb is going on!" (Programming effects on the curb).
ZX Time #03 13 October 2001
Coders - The saga of the curb continues. Table movements.
ACNews #05 04 September 2001
Question - one of the simplest methods of inserting the sprites in the text.
Plutonium #19 20 August 2001
Programming - the formation of the image on the monitor screen.
Programming - the formation of images on the screen (continued).
ACNews #04 19 August 2001
Soft - How do I change the font in the ACE.
IzhNews #0C 31 July 2001
Nonsense - the routine pointer with detailed explanations.
Plutonium #18 30 June 2001
Programming - as indicators of musical nakodit sopratsessora in chunks.
Black Crow #06 01 June 2001
Programmers - An interesting algorithm for printing text with 42 characters per line.
Scream #01 31 May 2001
Tutorials - learn how to draw a 'new school' ASCII.
Tutorials - Graphics: Conversion - so if it sucks? Conversions - exposing the Titans? Conversions - how to make them cool? Conversions - why? ".
Inferno #02 01 May 2001
For Coderz - the translation algorithm of color image in gradations Spekrumovskogo gray.
Gameland - How to write a play. Volume 3. Part One.
Subliminal Extacy #03 01 April 2001
Draw Routine with Bresenham Algorithms
Black Crow #05 01 February 2001
Programmers - Chunks on the curb.
TargeT #08 01 February 2001
Coding - revision for the ZX-WORD of Belarusian language.
Adventurer #12 31 January 2001
Programming - Procedures for obtaining the values necessary for creating something on the boarder or multicolor.
KrNews #13 31 January 2001
Graphics - How to convert graphics from PC or Amiga at the Spectrum.
Promised Land #01 31 December 2000
Informant - description of image file format PCX.
Deja Vu #0A 30 September 2000
Programming - the procedure for printing messages in the lower lines of the screen.
Programming - a quick procedure for printing sprites via a stack from WoodlandStudio.
Programming - High-quality procedure for converting ZX images to ASCII.
Programming - “colored” dots and lines, gradient fill, conversion to 256 colors.
Impulse #09 31 August 2000
Learning to code "Veschi" - II - A universal subroutine for printing with a 32*24 font.
Adventurer #11 31 July 2000
Exchange of experience - Game Making 2: The various methods for deriving sprites (based on the game Full Shit).
Exchange of experience - Pro ASCII / astsii graphics (Dedicated to those who can not draw, no letters, no points ...)
ZX Pilot #38 31 May 2000
Coding - write an unusual news ticker.
DonNews #11 21 April 2000
Coding - Fill the closed area on the screen.
ZX Pilot #36 11 March 2000
Coding - the procedure "conversion of addresses in the display area" and "conversion of pixel rows from the bottom up."
ZX Power #04 09 January 2000
Likbez - algorithms for fast 3D-graphics № 2. Additions and comments.
IzhNews #02 03 January 2000
Coder - rather prostyatsky and not the optimal method for deriving the sprite on the screen.
Scenergy #02 31 December 1999
Coding - Texture Mapping - Implementation of SaiR00S/EI.
Coding - Texture mapping + Phong shading implementation of the Senat / Eternity Industry.
Coding - The principle of packing animations in the demo JAM.
Coding - parsing intro Daingy from Cryss / Razzlers.
Codemania #01 31 December 1999
Programming - Not the slowest procedure for displaying 2*2 sprites with pixel accuracy.
Virtual Worlds #01 31 December 1999
Assembler - Circles on the water: The algorithms simulate the effect of a well-known on other platforms, called "ripples."
ZX-News #50 30 December 1999
Olden Z80 - Print a copy of Spectrum screen pseudographics.
RUSH #02 30 November 1999
Creative - Algorithms and code: clipping of lines and Bezier curves.
Creative - The technique of drawing for the ZX on the Amiga.
Deja Vu #09 13 November 1999
Coding - how to print 42 characters per line (with trabutami), the procedure is quick print sprites with pixel precision.
Coding - Bystrai printing 64 characters per line.
Coding - fast print 2x2 sprite familiarity, up to familiarity.
Plutonium #14 01 November 1999
Coder`z guide - This section is so named because it will talk about things that will be useful to people who code.
Ideas - Effects on chunk tables. Mega-fast 8x8 symbol printing.
IzhNews #04 17 October 1999
Nonsense - output and print sprites on the Spectrum.
Buzz #18 11 October 1999
ASCII graphics - An example of writing a classic ASCII fonts.
ZX Press #01 15 September 1999
Assembler - off-screen graphics: how to draw on the border.
Assembler - exchange of experience: printing in non-standard fonts 42 and 64.
Polesse #10 04 September 1999
Laboratory - Gluck on the color chart.
KrNews #10 20 August 1999
CODING - Why did he cut? (On the withdrawal of the pictures on the screen).
Demo or Die #02 31 July 1999
Demo-Building - Phong Shading.
Demo-Building - The printing of chunks.
ZX Pilot #34 20 July 1999
Coding - Super-puper-fast algorithm for constructing circles and circles, the rapid division of 16/16, the square root of the register pair, the square root of three-byte number; protsedurka calculate addresses attribute to the coordinates of familiarity.
DIY - panels of various UDG characters.
Miracle #03 16 July 1999
kodit Who's there? - Quick graphics: a few recipes from Zetter'a (print sprites, update the screen).
kodit Who's there? - Chanky flame: a description of the algorithm chankovogo fire.
kodit Who's there? - Attribute bump mapping: bump mapping for those who have not entered.
kodit Who's there? - Fast 42 print: fast how to print 42 characters in a row.
Scenergy #01 31 May 1999
Coding - the implementation of Phong Bump Mapping on the Speccy.
Deja Vu #08 31 May 1999
CODING - Conversion of graphics into text format ASCII.
RUSH #01 29 May 1999
Spectrum programming - Fast 3D-calculations: an advanced algorithm.
Spectrum programming - Mirroring bytes and restoration of the background buffer.
Spectrum programming - Modern methods of coding and modern ways of working with graphics.
Virtual Speccy - Conversion of graphics on the Spectrum to the PC and Amiga.
Adventurer #09 30 April 1999
Exchange of experience - The procedure for generating sine.
Buzz #17 10 April 1999
ASCII graphics - How do I view ASCII? How to learn to ASCII. Are there helper programs for ASCII.
GOURAUD - Likbez in 3D-shading (shading algorithm faces by GOURAUD).
Odyssey paper #07 17 March 1999
Algorithms - Just about 3D programming: 3D coordinates and normals.
Demo or Die #01 28 February 1999
Demo-Building - an algorithm to PROCESSING visibility of surfaces 3D-figup.
Demo-Building - Proetsirvoanie 3D> 2D.
Video - Converting animation on the example attribute the video.
Odyssey paper #06 25 February 1999
Quickly - the fastest procedure for calculating the addresses of the screen to the coordinates and the fastest procedure press the point.
Voyager #04 19 February 1999
Laboratory - How to konveptipovat gpafiku PC or Amiga at Spektpum
Funeral #01 12 February 1999
Code on! - a procedure for quickly printing 42 and 64 characters per line.
Code on! - *.chr format - vector fonts.
Odyssey paper #04 11 January 1999
Bysterenko! - the fastest algorithm / procedure for drawing a line.
Born Dead #05 06 January 1999
Coding - Ultra fast procedure chank'i to planar screen.
Netus News #07 03 January 1999
Knowledge Box - The procedure for building windows in assembler for the ZX spectrum.
Nicron #105 13 December 1998
Programming - support operations in deriving spraytav area of the display memory.
ZX Guide #01 27 November 1998
Educational program - woe from mind: about displaying the screen for interruption
Oberon #05 06 November 1998
About everything - how to colorize a dull IS-DOS.
Educational program - making fractals on the Spectrum.
ZX Club #09 31 October 1998
Soft Group - Running lines outside the screen.
Deja Vu #06 30 September 1998
CODING - Lessons from the encoder: Fractal paparatnik.
CODING - Lessons from the encoder: Generilka balls.
Buzz #16 26 September 1998
ASCII graphics - ASCII - questions and answers.
Adventurer #08 31 August 1998
Exchange of experience - Features video controller ZX Spectrum (for programmers).
Exchange of experience - Graphic effect IRIS (plasma).
Exchange of experience - the procedure output window frame.
Exchange of experience - Art Studio and the principle of open architecture (how to write their own modules to the editor).
Exchange of experience - The movement procedure of attribute labels in pixels (floating atrubuty).
Think #18 09 August 1998
Assembler - Indicator - twinkling strips.
Nicron #98 23 July 1998
Programming - the withdrawal of sprites. continued and answers to questions
Nicron #97 16 July 1998
Programming - the withdrawal of sprites.
Amazing #02 14 July 1998
Assembler - talk about a necessary procedure as the derivation of the sprite.
ZX Element #02 06 June 1998
Progammists - transfer of SCR for INT.
ZX Club #08 31 May 1998
Soft Group - chunky to planar conversion converter.
Soft Group - Printing 42 characters per line, turboloader from the "RAGE" demo, window drawing procedure.
Deja Vu #05 31 May 1998
CODING - Kodit want - Inference Procedure sprites without attributes, quick and versatile procedure for the withdrawal of sprites, the procedure for multiplication and calculate the square root.
Hall of Fame - a way to convert tricolor images for Spectrum.
Faultless #09 24 May 1998
GFK Fraktiuit - Secrets of the graphic standards GX1.
Buzz #14 29 April 1998
Assembler - Description of the algorithms: 2D bump mapping, Gouraud Shading, Fast Phong Shading, Z Buffering, Flat Shading, Voxels.
Proton #30 23 April 1998
Coding - This time I will talk about displaying 64 characters per line.
Aspect #08 07 April 1998
Programming - Displays 64 characters per line.
X-Files #02 31 March 1998
Programming - The effect of "Flying sprite.
Deja Vu #04 31 March 1998
CODING - The remix of some procedures in 1993: SCREEN APARAT, umbral path, LOOK BASIC PROGRAMM-2.
Spectrum Expert #02 31 March 1998
Programming - 3D on Spectrum: fast method of calculating vertices, outputting 3D objects with fill.
Deja Vu #04 31 March 1998
CODING - The rotation of sprites.
Aspect #07 07 March 1998
Programming - Arrow.
ZX Club #07 28 February 1998
Coding - technology and algorithms demomeykinga: rapid withdrawal schedules through the stack.
Depth #02 28 February 1998
BMP format - description of the Windows graphic format.
Buzz #13 12 February 1998
Assembler - Procedures: Stretch texture engine, Texture mapping engine, Texture mapping + gourauds hading engine, Gouraudmapping engine for Z80.
Aspect #06 10 February 1998
Programming - Corrected procedure MAKE OUT.
Adventurer #07 31 January 1998
Exchange of experience - Quick procedure line.
Aspect #05 29 January 1998
Programming - Text output terminal means on the background running the squares.
Aspect #04 18 January 1998
Programming - Displays a sprite on the screen. Conclusion on the virtual screen.
Deja Vu #03 31 December 1997
Coding - New procedures for 1940: the shift of the attributes of the left and right, up and down, shift by one character to the left and right, up and down, shift by one pixel to the left and right, up and down; Merge images, inverting the screen, inverting the symbol vertically or horizontally; rotation symbol clockwise change attribute, change attributes.
Coding - The procedure of the "floating attributes.
Impulse #02 31 December 1997
Programmers - Quick procedure drawing a circle.
ZX Power #03 31 December 1997
Likbez - Automatic creation of masks for sprites.
Likbez - a new algorithm for fast 3D graphics on SPECCY.
Deja Vu #07 31 December 1997
CODING - DITHERING - dithering as it is.
Buzz #12 30 December 1997
Assembler - The procedure "Chunky to planar" - a conclusion chunky dat'y planar'ny on the screen.
ZX Format #07 05 December 1997
Programmers - BMC 2. Esche few words about the conversion of PC-shnyh images in 3-color.
ZX Review #11-12 26 November 1997
Forum - Conversion of Spectrum color images at IBM. Conversion of B / W images from IBM's ZX Spectrum.
Forum - A procedure with colored stripes on the curb. " Noise Reduction FDD.
Studies - Graphic effect "Plasma 2.
Studies - Graphic effect "Plasma 2.
Studies - Graphic effect "plasma".
Studies - remake of the procedures in 1993.
Studies - The effect of "flame".
ZX Forum #04 19 November 1997
screen effects - Running a string of R-Type.
screen effects - clearing the screen of Zynaps.
screen effects - "minimize" the screen from Comando Tracer.
screen effects - smooth "decay" of the screen Sommando Tracer.
screen effects - changed the character set for the original stylized font from the game Rockstar.
screen effects - "running out the string" out of the game Rockstar.
screen effects - "pouring" the screen of the game Rockstar.
screen effects - a complex multi-effects from the game Bubbler.
New top 40 procedures - scrolling display, a fusion of two images, inverting screen, rotate characters, replacement of attributes, fill a closed loop, the calculation of addresses in the screen, copy of the screen, etc.
Technology sprites - Part 1: Introduction.
Technology sprites - Part 2: The hunt for sprites (search and pulling).
Technology sprites - Part 3: Format of sprites.
Technology sprites - Part 4: Format of sprites with a mask.
Technology sprites - Part 5: Structure sprite blocks (both co-exist in memory sprite and mask, what data to help us quickly find the address of the sprite in memory, and much more.)
Technology sprites - Part 6: preparation of data for publication.
Technology sprites - Part 8: Printing sprites (coordinates are given in familiarity).
Technology sprites - Part 9: Printing sprites (coordinates given in pixels).
Technology sprites - Part 10: a review of programs to work with sprites and graphics.
ZX Review #7-8-9-10 08 November 1997
Retro - 40 best procedures: an increase and up the screen.
Forum - Multicolor program on any computer model. Using the 2 nd screen Multicolor'a. Demonstration of the text. Electronic journals.
Forum - Improve Art Studio. Ideas on file compression.
Forum - The effects on the curb and Multicolor.
Studies - attribute scrolling text. "Gasilka" screen. A simplified version of the procedure, "Curtain". Procedure is enriched with pictures. Procedure display images on the points.
Studies - Graphic effect "color bars".
Studies - Program the output image.
Studies - The program plugs sprite.
Studies - The printing of numbers.
Studies - The procedure for display pictures. Fade-OUT effect (picture goes beyond the edge of the screen). Visual effect "Fountain." Fade-OUT effect, mimicking the TV off. Procedure "Ignition" pictures. The program continuously drawing a picture.
Studies - The procedure for drawing a line.
Studies - scrolling lines of text in the specified window. Attribute scroller. Diagonal scrolling.
Studies - sprite scroller. Procedure display screen.
ZX Review #5-6 04 November 1997
Retro - 40 best procedures: Merge images, rotation of the symbol clockwise Inverting character, changing the attribute, fill circuit construction templates (Dzh.Hardman, E. Hyuzon.).
Studies - A set of eight programs of "extension" screen. Two procedures are manifestations of the screen.
Studies - New themes for development.
Studies - The procedure for turning the symbol 90 degrees clockwise.
Spectrum Expert #01 31 October 1997
Programming - 3D on the Spectrum: rotation of a wire object (without cutting off lines that go off the screen).
Buzz #11 22 October 1997
Assembler - The effect of "flame."
Depth #01 14 October 1997
Programmers - advanced coding methods and modern ways of working with graphics: sprite printing, screen scrolling, screen clearing, working with two screens.
Body #0B 24 September 1997
PUSH HL - Rapid procedure for deriving the point.
Buzz #10 16 September 1997
Assmbler - A beautiful effect "Burning sprite.
Lprint #17 06 September 1997
The world from within - Graphics for SPECCY. What are the prospects?
Amiga News #01 31 August 1997
Coder FX - implementation of the Moving Shit effect.
Mask #00 12 August 1997
Programmers - I would like to talk about the output of the point.
Mask #00 11 August 1997
Programmers - outputting a point from a table.
Revival #03 02 August 1997
System - Marquee on Border'e and foundations Multicolor'a for novice programmers.
Move #09 02 August 1997
algorithm - One useful trick with ^ (an algorithm for the circle).
ZX Format #06 29 July 1997
Programmers - sharing experiences: "3-colour". Description of the effect of colors on 8-point ", help to the viewer, and how many words on the conversion of images in format "3-colour".
Programmers - sharing experiences: "3-colour". A few words about converting images in the format of RGB.
Programmers - the exchange of experience: programming Multicolor effects.
ZX Review #3-4 22 July 1997
Forum - Dmitry Fyodorov: Print images with a mask with pixel precision. Algorithm for calculating the address coordinates to within a pixel.
reader-reader - I. Roshchin. Display driver for the computer, "Pentagon-128.
Studies - A. Savinov: The procedure for displaying a double-height characters. Procedure "dissolution" of characters.
Studies - I. Komandin. The program display screen.
Studies - I. Roshchin. Two graphic effect.
Studies - M. Lazutov: The modernization program font. Program encode / decode block codes. The effect of the attributes.
Move #08 18 July 1997
algorithm - The algorithm to draw lines.
Odyssey Magazine #02 14 July 1997
Mail - Scrolling to row up and down.
Mail - Print Line 32-character font.
Mail - The procedure for proportional printing.
Body #08 02 July 1997
PUSH HL - Press the MAGIC for BORDER-effect.
Body #07 25 June 1997
PUSH HL - The procedure for the withdrawal point.
Body #06 20 June 1997
PUSH HL - Print the text up to a pixel.
Impulse #01 31 March 1997
For programmers - the procedure for painting a closed object on the screen.
Echo #03 31 March 1997
Tricks-2 - How to throw a screen to one INT.
ZX News #03 28 February 1997
Rotating pictures - rotate the image, the algorithm with respect to a given center.
Smoothing Images - An algorithm of smoothing of static images.
morph pictures - The effect of soft peretikaniya one image to another.
Move #02 03 February 1997
Programmers - Writing Multicolor ...
Faultless #05 02 February 1997
CPU for you - a procedure for quickly drawing a point. Undocumented commands of the Z80 processor.
Nicron #14 03 January 1997
Graphics - Image ANSI graphics.
Speccy #07 31 December 1996
authoring program - the program "modifier font.
Programming - The program is proportional to the press and Windows (allows to display 4 types of windows).
ZX Format #05 11 December 1996
Programmers - exchange of experience: On the effects on the curb, and about something else.
Odyssey Magazine #00 11 December 1996
System - IBM: GIF - FORMAT: description of the graphic format (GIF).
Spectrophoby #06 11 December 1996
Assembler - multicolor; Working with extended memory; convenient window interface.
Nicron #07 14 November 1996
Graphics - kartinka ANSI graphics.
Nicron #06 07 November 1996
Graphics - ANSI graphics.
Echo #01 31 October 1996
Assembler - The image of three-dimensional objects. Fast output point AT X, Y. The procedure of multiplication.
ZX-News #09 15 October 1996
Contest - Competition for the best procedure for printing the sprite, is held in categories: color sprite and black and white.
Nicron #01 30 September 1996
Graphics - kartinka ANSI graphics.
Speccy #06 31 August 1996
Programming - the effect of page turning the text on the sine.
Spectrofon #19 31 March 1996
System - "quick chart" for novice programmers.
Realtime #02 29 February 1996
Programming - crawling line procedure.
Speccy #03 31 December 1995
Programming - the program allows to change the screen image in the mode of 48K in the form of vertical blinds with a simultaneous color change of the curb.
ZX Format #01 31 October 1995
IS-DOS - programmers: Window System IS-DOS
Speccy #02 31 October 1995
Programming - Universal program I / O sprites.
Speccy #01 30 September 1995
Programming - output text messages in 8x16 font.
Programming - displaying the window and menu text.
Sinclair Town #01 31 March 1995
Beginners - the basic methods of image scaling.
Subliminal Extacy #01 01 January 1995
The New Improved Grafix Mode
Sinclair Town #02 31 December 1994
Beginners - the basic methods of image scaling: Approximation undertones.
Mirikom #02 31 July 1994
Hackers - a couple of programs for you.
Outlet #004 07 January 1987
Outstrech
Outlet #1-3 01 January 1987
Autochar instruction
Outake
Outtake
Topchars
ZX-Spectrum - Proportional font.
Coding - Fast printing with a six-pixel font.
Now - Reveals information about currently completed projects.
Animation on SPECTRUM - Most works on this topic begin with an explanation of what a pixel is, what an attribute is...
Programs - CREAKING LINE
Coders of squiggles on the border - Border effects are always something, but rather something closed behind three seals of secrecy...
Coding - I’m throwing here the procedure for outputting sprites, with pixel accuracy from Slava Mednonogov himself.
Animation on SPECTRUM - Sprites and masks...
Answer to the question - Converting graphics.
Coding - In this article I will try to tell you how to calculate three-dimensional space as quickly as possible. Printing dots. Line construction. Multiplication/division. SIN(x), COS(x). Rotate x, y, z axes.
Video on a spec - This article will discuss how to organize reactive display of high-resolution video on a spec with 128 kilobytes of memory.
Coders - Reflections on 3D.
Coding - Dithering: To output one line, to output two lines.
Coding - Maybe you remember the 2nd old issue of psychosis? There was such a feature in the engine as text animation. It looked good. want to know how it all worked?
Cubism mustdie FAREVYR - the formula for constructing dodekaedra, icosahedron, tetradra.