Алгоритмы визуальных эффектов и анимации.
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Info Guide #13
01 April 2021 |
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Info Guide #12
31 December 2017 |
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Info Guide #11
05 July 2015 |
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ACNews #55
18 May 2009 |
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ACNews #52
16 September 2008 |
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Info Guide #09
31 July 2006 |
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Inferno - On the voxel flying elephant IG # 5.
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Info Guide #07
31 May 2005 |
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For Coderz - Programming for the video mode 384x304.
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ZX Time #14
08 January 2005 |
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Adventurer #15
31 July 2004 |
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Tutorials - More color! Description packer color video from the demo Weed.
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Tutorials - More colours!!! Description packer color video from the demo "Weed".
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Tutorials - hewle splines - programs to create spline curves.
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Info Guide #05
30 April 2004 |
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For Coderz - RAYCASTING - make yourself a little DOOM'a. Tracing algorithm 3D maze in the game WOLF.
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For Coderz - Nuances Raycasting-a.
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Inferno #03
22 November 2002 |
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Opportunities Spectrum - Pseudo-Color: Myth or Reality? Algorithm translation in black and white in color.
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Opex #07
19 June 2002 |
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TargeT #10
01 March 2002 |
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Last 128 #03
01 January 2002 |
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Plutonium #19
20 August 2001 |
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Programming - the formation of the image on the monitor screen.
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Programming - the formation of images on the screen (continued).
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Inferno #02
01 May 2001 |
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Gameland - How to write a play. Volume 3. Part One.
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Subliminal Extacy #03
01 April 2001 |
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TargeT #08
01 February 2001 |
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Coding - revision for the ZX-WORD of Belarusian language.
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Deja Vu #0A
30 September 2000 |
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DonNews #11
21 April 2000 |
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Coding - Fill the closed area on the screen.
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ZX Power #04
09 January 2000 |
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Likbez - algorithms for fast 3D-graphics № 2. Additions and comments.
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Scenergy #02
31 December 1999 |
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Coding - Texture Mapping - Implementation of SaiR00S/EI.
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Coding - Texture mapping + Phong shading implementation of the Senat / Eternity Industry.
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Coding - The principle of packing animations in the demo JAM.
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Coding - parsing intro Daingy from Cryss / Razzlers.
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Virtual Worlds #01
31 December 1999 |
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Assembler - Circles on the water: The algorithms simulate the effect of a well-known on other platforms, called "ripples."
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RUSH #02
30 November 1999 |
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Creative - Algorithms and code: clipping of lines and Bezier curves.
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Plutonium #14
01 November 1999 |
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Polesse #10
04 September 1999 |
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Laboratory - Gluck on the color chart.
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KrNews #10
20 August 1999 |
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CODING - Why did he cut? (On the withdrawal of the pictures on the screen).
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Demo or Die #02
31 July 1999 |
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Demo-Building - Phong Shading.
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ZX Pilot #34
20 July 1999 |
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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.
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Miracle #03
16 July 1999 |
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kodit Who's there? - Chanky flame: a description of the algorithm chankovogo fire.
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kodit Who's there? - Attribute bump mapping: bump mapping for those who have not entered.
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Scenergy #01
31 May 1999 |
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Coding - the implementation of Phong Bump Mapping on the Speccy.
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RUSH #01
29 May 1999 |
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Spectrum programming - Fast 3D-calculations: an advanced algorithm.
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Adventurer #09
30 April 1999 |
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Exchange of experience - The procedure for generating sine.
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Buzz #17
10 April 1999 |
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GOURAUD - Likbez in 3D-shading (shading algorithm faces by GOURAUD).
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Odyssey paper #07
17 March 1999 |
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Algorithms - Just about 3D programming: 3D coordinates and normals.
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Demo or Die #01
28 February 1999 |
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Demo-Building - Proetsirvoanie 3D> 2D.
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Odyssey paper #04
11 January 1999 |
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Bysterenko! - the fastest algorithm / procedure for drawing a line.
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ZX Guide #01
27 November 1998 |
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Oberon #05
06 November 1998 |
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Deja Vu #06
30 September 1998 |
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CODING - Lessons from the encoder: Fractal paparatnik.
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Adventurer #08
31 August 1998 |
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Exchange of experience - Graphic effect IRIS (plasma).
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Exchange of experience - The movement procedure of attribute labels in pixels (floating atrubuty).
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Think #18
09 August 1998 |
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Assembler - Indicator - twinkling strips.
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ZX Element #02
06 June 1998 |
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ZX Club #08
31 May 1998 |
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Buzz #14
29 April 1998 |
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Assembler - Description of the algorithms: 2D bump mapping, Gouraud Shading, Fast Phong Shading, Z Buffering, Flat Shading, Voxels.
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Deja Vu #04
31 March 1998 |
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CODING - The remix of some procedures in 1993: SCREEN APARAT, umbral path, LOOK BASIC PROGRAMM-2.
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Spectrum Expert #02
31 March 1998 |
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Buzz #13
12 February 1998 |
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Assembler - Procedures: Stretch texture engine, Texture mapping engine, Texture mapping + gourauds hading engine, Gouraudmapping engine for Z80.
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Adventurer #07
31 January 1998 |
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Exchange of experience - Quick procedure line.
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Deja Vu #03
31 December 1997 |
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Coding - The procedure of the "floating attributes.
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Impulse #02
31 December 1997 |
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Programmers - Quick procedure drawing a circle.
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ZX Power #03
31 December 1997 |
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Likbez - a new algorithm for fast 3D graphics on SPECCY.
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Deja Vu #07
31 December 1997 |
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CODING - DITHERING - dithering as it is.
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ZX Review #11-12
26 November 1997 |
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Studies - Graphic effect "Plasma 2.
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Studies - Graphic effect "Plasma 2.
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Studies - Graphic effect "plasma".
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Studies - remake of the procedures in 1993.
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Studies - The effect of "flame".
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ZX Forum #04
19 November 1997 |
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screen effects - clearing the screen of Zynaps.
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screen effects - "minimize" the screen from Comando Tracer.
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screen effects - smooth "decay" of the screen Sommando Tracer.
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screen effects - "running out the string" out of the game Rockstar.
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screen effects - "pouring" the screen of the game Rockstar.
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screen effects - a complex multi-effects from the game Bubbler.
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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.
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ZX Review #7-8-9-10
08 November 1997 |
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Retro - 40 best procedures: an increase and up the screen.
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Forum - Improve Art Studio. Ideas on file compression.
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Studies - attribute scrolling text. "Gasilka" screen. A simplified version of the procedure, "Curtain". Procedure is enriched with pictures. Procedure display images on the points.
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Studies - Graphic effect "color bars".
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Studies - Program the output image.
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Studies - The program plugs sprite.
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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.
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Studies - The procedure for drawing a line.
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Studies - scrolling lines of text in the specified window. Attribute scroller. Diagonal scrolling.
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ZX Review #5-6
04 November 1997 |
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Studies - A set of eight programs of "extension" screen.
Two procedures are manifestations of the screen.
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Spectrum Expert #01
31 October 1997 |
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Buzz #11
22 October 1997 |
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Assembler - The effect of "flame."
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Lprint #17
06 September 1997 |
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Move #09
02 August 1997 |
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algorithm - One useful trick with ^ (an algorithm for the circle).
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ZX Format #06
29 July 1997 |
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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".
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ZX Review #3-4
22 July 1997 |
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Studies - I. Komandin. The program display screen.
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Studies - I. Roshchin. Two graphic effect.
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Move #08
18 July 1997 |
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algorithm - The algorithm to draw lines.
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Body #08
02 July 1997 |
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PUSH HL - Press the MAGIC for BORDER-effect.
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Impulse #01
31 March 1997 |
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Echo #03
31 March 1997 |
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Tricks-2 - How to throw a screen to one INT.
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ZX News #03
28 February 1997 |
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Rotating pictures - rotate the image, the algorithm with respect to a given center.
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Smoothing Images - An algorithm of smoothing of static images.
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morph pictures - The effect of soft peretikaniya one image to
another.
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Faultless #05
02 February 1997 |
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Nicron #06
07 November 1996 |
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Graphics - ANSI graphics.
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Echo #01
31 October 1996 |
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Assembler - The image of three-dimensional objects.
Fast output point AT X, Y.
The procedure of multiplication.
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Speccy #06
31 August 1996 |
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Programming - the effect of page turning the text on the sine.
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Speccy #03
31 December 1995 |
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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.
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Subliminal Extacy #01
01 January 1995 |
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Sinclair Town #02
31 December 1994 |
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Beginners - the basic methods of image scaling: Approximation undertones.
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Mirikom #02
31 July 1994 |
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Innovision #00
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Plutonium #09
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Psychoz #11
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Acid Paper #02
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Cubism mustdie FAREVYR - the formula for constructing dodekaedra, icosahedron, tetradra.
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