Algorithms for visual effects and animation on the ZX Spectrum
This section is dedicated to graphics programming techniques, visual effects algorithms, and animation methods used to create impressive graphics, 3D scenes, and demo productions on the ZX Spectrum. It brings together articles covering the mathematical foundations of computer graphics, Z80 optimization techniques, and practical implementations of effects that became hallmarks of the Spectrum demoscene.
The collection covers topics ranging from basic point, line, and circle drawing algorithms to advanced rendering systems featuring texture mapping, shading, and 3D transformations. Articles explore 3D object rendering, perspective projection, raycasting, voxel graphics, Z-buffering, Gouraud and Phong shading, as well as techniques for accelerating mathematical calculations on the ZX Spectrum.
A major part of the section focuses on classic demoscene effects, including rotators, rotozoomers, tunnels, plasma, fire, water simulations, image morphing, attribute effects, scrollers, border effects, and various screen transition techniques. Both well-known effects from famous demos and original experimental implementations are covered.
Additional articles discuss color processing and image generation techniques such as dithering, pseudo-color rendering, palette expansion, image smoothing, graphics conversion, color video playback, and methods for overcoming the limitations of the standard Spectrum display hardware. Topics also include animation packing, data compression, bitplane graphics, and display optimization.
The section contains practical tutorials on graphics mode programming, game engine development, texture mapping, fractal generation, spline mathematics, sine-based effects, and many other algorithms used in advanced visual productions of the era.
The collection covers topics ranging from basic point, line, and circle drawing algorithms to advanced rendering systems featuring texture mapping, shading, and 3D transformations. Articles explore 3D object rendering, perspective projection, raycasting, voxel graphics, Z-buffering, Gouraud and Phong shading, as well as techniques for accelerating mathematical calculations on the ZX Spectrum.
A major part of the section focuses on classic demoscene effects, including rotators, rotozoomers, tunnels, plasma, fire, water simulations, image morphing, attribute effects, scrollers, border effects, and various screen transition techniques. Both well-known effects from famous demos and original experimental implementations are covered.
Additional articles discuss color processing and image generation techniques such as dithering, pseudo-color rendering, palette expansion, image smoothing, graphics conversion, color video playback, and methods for overcoming the limitations of the standard Spectrum display hardware. Topics also include animation packing, data compression, bitplane graphics, and display optimization.
The section contains practical tutorials on graphics mode programming, game engine development, texture mapping, fractal generation, spline mathematics, sine-based effects, and many other algorithms used in advanced visual productions of the era.
Articles (115)
Info Guide #13
01 April 2021
Info Guide #12
31 December 2017
Info Guide #11
05 July 2015
ACNews #55
18 May 2009
ACNews #52
16 September 2008
Info Guide #09
31 July 2006
Info Guide #07
31 May 2005
ZX Time #14
08 January 2005
Adventurer #15
31 July 2004
Info Guide #05
30 April 2004
For Coderz - RAYCASTING - make yourself a little DOOM'a. Tracing algorithm 3D maze in the game WOLF.
Inferno #03
22 November 2002
Opex #07
19 June 2002
TargeT #10
01 March 2002
Last 128 #03
01 January 2002
Plutonium #19
20 August 2001
Inferno #02
01 May 2001
Subliminal Extacy #03
01 April 2001
TargeT #08
01 February 2001
Deja Vu #0A
30 September 2000
DonNews #11
21 April 2000
ZX Power #04
09 January 2000
Scenergy #02
31 December 1999
Virtual Worlds #01
31 December 1999
RUSH #02
30 November 1999
Plutonium #14
01 November 1999
Polesse #10
04 September 1999
KrNews #10
20 August 1999
Demo or Die #02
31 July 1999
ZX Pilot #34
20 July 1999
Miracle #03
16 July 1999
Scenergy #01
31 May 1999
RUSH #01
29 May 1999
Adventurer #09
30 April 1999
Buzz #17
10 April 1999
Odyssey paper #07
17 March 1999
Demo or Die #01
28 February 1999
Odyssey paper #04
11 January 1999
ZX Guide #01
27 November 1998
Oberon #05
06 November 1998
Deja Vu #06
30 September 1998
Adventurer #08
31 August 1998
Think #18
09 August 1998
ZX Element #02
06 June 1998
ZX Club #08
31 May 1998
Buzz #14
29 April 1998
Deja Vu #04
31 March 1998
Spectrum Expert #02
31 March 1998
Buzz #13
12 February 1998
Adventurer #07
31 January 1998
Deja Vu #03
31 December 1997
Impulse #02
31 December 1997
ZX Power #03
31 December 1997
Deja Vu #07
31 December 1997
ZX Review #11-12
26 November 1997
ZX Forum #04
19 November 1997
ZX Review #7-8-9-10
08 November 1997
ZX Review #5-6
04 November 1997
Spectrum Expert #01
31 October 1997
Buzz #11
22 October 1997
Lprint #17
06 September 1997
Move #09
02 August 1997
ZX Format #06
29 July 1997
ZX Review #3-4
22 July 1997
Move #08
18 July 1997
Body #08
02 July 1997
Impulse #01
31 March 1997
Echo #03
31 March 1997
ZX News #03
28 February 1997
Faultless #05
02 February 1997
Nicron #06
07 November 1996
Echo #01
31 October 1996
Speccy #06
31 August 1996
Speccy #03
31 December 1995
Subliminal Extacy #01
01 January 1995
Sinclair Town #02
31 December 1994
Mirikom #02
31 July 1994