3D demos on ZX Spectrum
Alone Coder
The first 3D demo on Speccy was probably
3D Rotator by Mark C. Jones, published─
published in Your Computer magazine(July 1983).
It was written in BASIC and drew lines─
mi (version fromDecember 1984 add─
really used machine code). To this
not yet released on the platform
how many games with 3D graphics, and the theme is strim─
rapidly developed - lists of games with wire─
You can view detailed and polygonal graphics─
third in SpeccyWiki.
In1985 a demo was published in the same magazine
Rotate 'N' Roll by Dave Millen, and in 1987
year Major Developments/Incentive Software
released the most powerful Driller Demonstration
(and the game itself too).
On this positive note, the 3D theme to the west─
new European demos turned out to be, judging by
everything is exhausted. But 3D games continued
go out - especially worth noting is Hard
Drivin', which we will return to later.
After the Pole Kaz in1990
released his Fifth Demo with a fake vecto─
rn 3D, another Pole Jacek Michalak is located
ruined the game Starion(1985) and began to place
rotating 3D objects into your demos. On this
topic he has demos 3D Show (there is indicated
author of the original code - David Webb),
Rotation and Center Graphics(1991). In sko─
rom time Jacek got tired of the wire
graphics, and he pulled out filled with textures
the engine appears to be from the game Starstrike II
(1986) by Realtime Software Games. There would be─
are non-convex objects, and from perspective─
howl. The result was the Vector demo,
which has not yet been dated.
This is the demo-making activity in
The 3D genre has been dying for a few years - for now
Ukrainian hackers haven’t taken it on yet.
Satisfaction by Codebusters (1994) -
rotation of a filled figure (cube) without characters─
pectives. Combined lines and solid bay─
ka. The engine was weaker than classic engines
from games, which allows us to conclude that the author
(Rst7) wrote it himself.
Echology by Busy & Noro(May 1995) - in
this Slovak deme has an object shower
(that is, a skewer of objects in front of the nose
viewer) with different display techniques -
dots, lines, balls - and manual control─
I eat. No hiding invisible lines, no lines─
prospects andclipping, but with animation
objects.
Felix Gift & Etc by Galaxy (April?
1996): shows a convex space co─
ruble with texture fill (before that,
Galaxy was 3D lines - Microstorm demo
by Alexey Cherepakhin from11/23/1995, from vra─
shading cross). The guys wanted to write 3D
game - apparently influenced by Copper
Feet (inDecember 1995 the game UFO 2 was released, where
there is a scene of chasing an alien ship -
a convex 3D object with lines, with hiding
invisible lines and as if from perspective─
howl. This part was written by Alexey Mednonogov).
Dies Irae by Exodus(August 1996) - in
this demo from Poland has an object shower
convex objects with lines, with perspective
and with hiding invisible lines, but without cli─
feasting. Apparently self-written and before─
pretty good. It turns out that this
moment their own 3D engines were already available in
five countries! Moreover, in Russia they were carried─
how much - for example, in addition to the above
above and below for1996, interesting "3D" from
Maximum from Angarsk, where the simplest wire─
local graphics combined withmotion blur.
Second Breath megademo by Dream Team
(unreleased): in one of the parts(3D coll─
ection) - object shower, filled with texture─
mi, with added lines. Without perspective and
no background. This part was most likely written
also in1996 and first saw the light
in Miracle magazine #3 (1999). In the same
unfinished megadem is sooo slow─
nayaWolf ZD-shaped part, which compare─
recently got it from the author's disks
Tiboh - at the same time he collected the entire deme.
Insane (1996) - in this demo from another
Slovak group ZSC interesting voxel
world in attributes, at 48K (48K fits
the whole demo without loading!). Later used─
was in the demo of the same authors Higher State
(where else a flooded object shower appeared with
non-convex objects).
Life Sux by Galaxy(August 1996) - fre─
yim filled spaceship made
animation, this is written in the demo itself.
In the future there will be a lot of dems with fake 3D
(and they won't report it), about them
writeno point. But Life Sux has more
part with a 3D cube, where on the edges there is a certain
"stencil shading" - pieces of different pictures
and animations in the screen plane. There is pain─
the highest probability is that this was implemented in
present.
Action by VAV (August 1996): hedgehog from
lines knocking on the screen, and just a bolt─
flowing lines - this is frame 3D with perspective─
active and without clipping. Quick view
in the debugger I found a multiplication table by
whole24 kilobytes, so the math is─
definitely available. This is important to note because
I'm jumping in 7th Reality on the same Enlight'96─
The current polyhedron is a vertex animation,
that is, the output of vector graphics in advance
known screen coordinates (in this case
there is an unusual fill of the already drawn ka─
pictures made from lines).
Over the Top by Enigma(early 1997):
very good voxelMars in chunks2x2
(it can be controlled) and Citadel demo
3D without enemies. The concept of chunks goes back
more on the printing procedure in Art Studio and de─
Theo Develegas meme from the VGA series, but they
It took a long time to achieve real effects. Same Enigma
before that we used chunks2x2 in New Year
1996 gift(1995). You can also note chunks
2x2 in the already mentioned Higher State(1997),
there is implemented on thembump mapping with a certain
complex procedurec2p (chunky to planar -
displaying chunks on the screen).
3D engine X-Trade(summer 1997): two va─
iranta object shower - lines and text─
tour filling. In principle, this has already happened
but the engine was released for the first time in the form of an outcome─
nicknames in the supplement to Spectrum magazine
Expert, but in the magazine itself it is written how he
works. The engine was then used, for example─
For example, in the intro to MSF #20. It's strange that he
not used in the Rage demo from the same
X-Trade - there are only points...
IRIS Ultrademo by Flash(circa 1997): in
one of the parts - object shower for bulge─
light objects filled with textures. From the sky─
great prospects, flat shading, on
background of the picture and with a shadow constructed as
shifted silhouette of the object. Also knows how
flatten an object. The part is called"3.5
MHz" and does not support turbo mode.
Eye Ache 2 by Codebusters (August
1997): in the part with frame morphing -
vertex animation again. It is clear that ek─
Early coordinates are 2D, not 3D. Poe─
so vertex animation lies on its own
outside the scope of this article. This part is deserved─
attracts attention due to the filling technique
EOR-fill - all polygons are filled one way─
temporarily and quickly (cf. above about 7th
Reality, where the fill is significantly slow─
her). The demo requires a Pentagon 128. But the measurements
in this part they show about60000 so─
tov, so theoretically you can add there─
rotate in real time - it would be
already truly 3D. More in Eye Ache 2
There is a voxelMars in multicolor.
Spirius by MAYhEM(August 1997): first
Spectrum 3D with tmap (tension
pictures per polygon, texture mapping). You─
is driven by pixels2x2 withoutc2p. Approximately
same tmap (slower and without 3D) one thing─
temporarily implemented in the Outrage demo from others─
goy of the Tula group Global Pro. I don't care─
Crete was told that the engines are so similar
due to the fact that Fyrex/MAYhEM and Lord Vader/
Global Pro read the same book on
computer graphics and the consul all the time─
chatted with each other on the phone. Yes
here, in Outrage you can see that every corner is 4-fold─
flax can be moved separately without
texture disturbances are due to
that at each scanline a division is made.
And if possible, then in Spirius these 4-gons
shown with perspective (with linear on─
texture tension, this is not possible - therefore,
As a result, shaders in Spectrum dems
usually done on triangles).More Wed─
texture scaling has already been implemented
on the edge along one of the coordinates. Demo under─
supports 48K and turbo mode - turn it on,
to better see this scaling
at the very end of the effect. Spirius also has
part with a flooded object shower, from the Neva─
convex objects.
tmap by Rst7(unreleased): rotating
pyramid - the first 3D in multicolor
(4x4), immediately withtmap. True, multico─
ENT works only on every second frame─
re. Most likely, it is written in1997-1998─
dah, after which the author left Speccy. Soh─
was injured in the source code and subsequently used─
used in Rainbow Beer Megademo. Vnu─
three good innerloop for its time,
but he does not tolerate interruptions. I wonder what
Some scanline parameters are stored directly
in a chunk map.
Refresh by Extreme(August 1998): new
3D effects, all in chunks:Gouraud shading,
bump mapping on the edges (no one else does this
did not),environment mapping. Dema under─
maintains turbo mode. Author - Exploder
(previously called VAV) - before the article was published
published several articles with innerloops
in the Buzz newspaper. Demo sources were offered
for sale for$200, but no one ever bought them
I bought them, but in the end they disappeared. The author himself
threw the Spectrum scene immediately after re─
Lisa demos.
Sth Element by Eternity Industry(av─
August 1998): from the authors of the Buzz newspaper. Here
also implemented Gouraud shading (and
the effect is combined with 2D flame) andenviron─
ment mapping. There is also a textured 3D cube
against the background of the tunnel and with animated text─
digging this very tunnel. This engine has
many descendants: in particular, first he left
to Samara, where ALK/Extreme made him
Greed 4K with texture cube(1999), and
then it was picked apart in Perm.
There were many more 3D engines from other cars─
tors in1997-1998 (in particular,
mine), but these other engines did not bring
nothing new. You can simply note in
1998 Adrenalize by Global corp. (where
3D object turns into a 2D picture, there’s more
there is an interesting scroll with rotating
lines - but this is 2D) and 3D Lame 4K by
Playgear Company/Binary Dimension - first
filled with 3D in4K (there will be others in the future─
other records - Dig-it 1K by ZSC smotion
blur of Sierpinski figures and wire
Ceci n'est pas un cube 256b by Ate Bit ).
Dive 16K (1999): descendant of object
shower from Spirius,turned into ma─
a simple story-based 3D demo (essentially a unified─
what is currently purely 3D).
Napalm by Eternity Industry(1999): in
this chunky deme for decorating scenes is already
additional sprites and sub─ are used
Svetki, and also techno appears for the first time─
logy tmap+Phong shading. Presented─
a pan with the texture of an eye looks like this─
it's quite realistic. Unfortunately she
does not tolerate turbo mode. This also applies
other dem group Eternity Industry
(Placebo) except the latest and greatest
- Inbetween(2002).
64 bit 3 by Accept Corp(1999): appeared─
a cube with a view from the inside, that is, a prototype
immersion in the scene instead of numerous
object showers. Also used in demo
Whim(2000) from the same authors.
Awaken demo version by Mythos/Rage
(1999): this was supposed to be a new game in
Elite style from Belarusian spektrumists.
A gorgeous filled 3D engine has been developed with
immersion in the scene (based on the game Hard
Drivin' ), a smart window interface and even
object editor. But the game never happenedcompleted, only6 source disks left─
kovs that no one could figure out.
CCOO0 invitation by Razzlers (2000):
chunk 3D is used for “flip─
changing" pages with different effects. Us─
as far as I remember, it's quite original
tmap, where U and V are considered separately. What-
only Accept Corp had something similar in their
slow 3D demos.
Rizc by Extreme(2000): attempt to derive
chunky 3D over a pixel image.
It turned out slowly.
Dogma by Placebo(2000): on the same dvi─
zhk implemented some plot. Into the engine
transparent polygons have been added (or
they were already in CCOO0 invitation intro from
the same authors?) and overlaying layers with
motion blur. Apparently, in this demo and
tmap+Phong shading tried to spread by
two layers, instead of one inner loop - so
more convenient. Worth noting are the scenes with planets
and a cube with holes in the texture through which
animation shines through.
Fate Trackmo by Omega Hackers Group
(2000): another chunky oneengine withGouraud
and tmap, and besides it something very unusual -
cube textured with oblique scanlines
made of pixels! They say this part was written by
Demon/OHG.
Scenergy #2 intro by Razzlers(2000):
flying in and out of an object from chunks─
ny, then the inscription is collected from I’m arriving─
writing in 3D letters.
Tryptomine Dream by Brainwave(2000): in
this basically multicolor deme can
find chunkPhong in its pure form, as well as
already knownenvironment mapping.
Wolfdemo 2 by Invaders8(2000):Wolf 3D
in chunks(2x2) and with objects. Before that would─
la version with attributes and without objects
(1998) and intermediate versions with chunks
4x4 and2x2, which no one has seen. Afterwards─
later it became the game Wolfenstein 2004.
Stellar Contour by Brainwave(2001):
the author decided to put all Placebo effects into
multicolor - and not just any, but inte─
track 4x4, which takes up all the time
processor. As a result, we can seetmap
andPhong in color, with not so bad sko─
growth (without c2p, directly into attributes), but with
rather scary textures. Also in this
Deme has an interestingWolf 3D in multicolo─
re. Since there was already a scandal at the party with
Placebo (they put up a demo LF, where doba─
put pictures on top of effects) regarding
the real-time nature of all this, then at first there was
a version of Wolf 3D with controls has been released, and
then the sources of the entire demo were uploaded
in Scream magazine #2. After this the author
(Vivid) went to the Real Life platform. A
sorry. By the way, there is an interesting viewing mode─
tra of this demo in the emulator - if you add
beats in the frame without changing the timing─
ngs of the screen, then the objects will spin pla─
out.
Harm by 4D + Triebkraft(2002): in this
deme from Perm you can again find chunks
Gouraud and Phong, only withinterlaced
output of chunks for speed.
Inbetween by Placebo (2002): let's write
about it again - the latest version of the engine,
with all the bells and whistles. In particular, new
chunks can jump and tour is supported─
bo-mode. Separately, we can note the scenes
(really, of course, object showers) with bash─
yum and with a face. Unfortunately, the authors left
from the stage, and the sources of this latest version─
These engines are lost.
Sommer by Triebkraft(2003): small
illustration for an article about chunks4x2 with filter─
walkie-talkie in Adventurer magazine #14. Rotates
object withGouraud shading. The novelty lies in
of these chunks. In the demo NR by 4D(2004) you can
view their latest version. Couple mo─
duley (rotator of vertices and kernal) public─
was published by JtN in the newspaper ACNews #54.
Inferno Guide #5 by Invaders8(2004): in
intro - voxel object "flying elephant".
Then a similar voxel engine Reali─
called under 48K Lord Vader in Mission Highly
Improbable.
This is the development of 3D and coding in general.
Spectrum stage stopped again on
several years, despite the fact thatthere were a lot─
th ready-made engines - except those listed,
also from Wolf/ETC/Scene, from the group Syndrome,
from SerzhSoft, from TmK/deMarche and from Flying/
Digital Reality.
Nedodemo by Invaders8(2008): the first 3D
engine for color per point (Pentagon+1bcol
or ATM2). This is a converted engine from
X-Trade. The deme also added texture─
bathroom "cube, view from the inside" - it's real
even a ball. But this is a 2D effect. Its simplified
variety of “cylinder, view from the inside” for now─
zana in New Wave 48K(2013).
The Link by Alone Coder and comrades
(2009): firsttmap for color per point (cha─
nki2x2), this time a new engine was written
using a rotator from JtN/4D and sor─
readings from SairOOS/Placebo. But the whole core
demo works on NeoGS, and without NeoGS it
just don't start. In The Board demo
(2011) this engine was converted to bare
ATM2, rotating and sorting replaced with
our own, the restriction on linking to a point has been removed─
cam textures and intolerance to interruptions,
animation was added and records were set
number of polygons on objects from the game Quake.
Mission Highly Improbable by HPRG
(2014):cube withtmap accurate to pi─
xels (also added as design
effectsmotion blur and rubber cube - second
previously done in2008 Scor/Triumph
with the participation of Fyrex and Lord Vader/MAYhEM in
intro to Quantum Gardening). The technique of this
pixel-by-pixel tmap consisted of using─
intermediate buffers withEOR-fill and
line shift. Described in detail in the magazine
Spectrum Today #1. Previous version of this
technology was in Wolf 48K - part of the demo
Critical Error(2011). There is also a wok─
rural "hairy donut" from Lord Vader/
MAYhEM - for the first time on 48K (maybe even not─
new chunky 3D on the original ZX Spect─
rum 48K).
New View 48K by Conscience(2015): in
the cube is implementedGouraud shading with exactly─
pixel-to-pixel - drawing separating
lines, then fill usingEOR-fill. Also
there is a voxelMars in color chunks(which support a separate color
layer and adjust the texture to match the colors─
action, and not as usual) and gluing objects
edges on a 2D scene with a road - in the future
this method should be used for 3D
scenes There is also a colored filled object in
pixel resolution - there is also a fill
(half with attributes) on top of spe lines─
cial type.
and finally...
eihwaz by Hedj(2015): another new one
method Gouraud shading - accurate to
pixels, but in whole bytes. So you can for─
pour non-convex objects. For this purpose we use
uses a shading table for all of them─
possible scanline widths.
So stop being lazy and tearing up GIFs,
We are waiting for new breakthroughs in 3D! :)
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