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rename {Graphics/3D => 3D GFX}/rocket simulator.webm (100%) rename {Graphics/3D => 3D GFX}/stars.bas (100%) rename {Graphics/3D => 3D GFX}/stars.webm (100%) rename {Graphics/3D => 3D GFX}/tank on the bridge.bas (100%) rename {Graphics/3D => 3D GFX}/tank on the bridge.webm (100%) rename {Graphics/3D => 3D GFX}/tiled room.bas (100%) rename {Graphics/3D => 3D GFX}/tiled room.webm (100%) rename {Graphics => Miscellaneous}/4D engine/index.html (100%) rename {Graphics => Miscellaneous}/4D engine/qeng.bas (100%) rename {Graphics => Miscellaneous}/4D engine/sshot.png (100%) diff --git a/Graphics/2D rotation.bas b/2D GFX/Animations/2D rotation.bas similarity index 100% rename from Graphics/2D rotation.bas rename to 2D GFX/Animations/2D rotation.bas diff --git a/Graphics/2D rotation.webm b/2D GFX/Animations/2D rotation.webm similarity index 100% rename from Graphics/2D rotation.webm rename to 2D GFX/Animations/2D rotation.webm diff --git a/Graphics/Bump mapping.bas b/2D GFX/Animations/Bump 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GFX/Presentations/Athoms animation/precompute video frames.bas diff --git a/Graphics/Presentations/Intellektika/CAT.I01 b/2D GFX/Presentations/Intellektika/CAT.I01 similarity index 100% rename from Graphics/Presentations/Intellektika/CAT.I01 rename to 2D GFX/Presentations/Intellektika/CAT.I01 diff --git a/Graphics/Presentations/Intellektika/KHKDEMO2.BAS b/2D GFX/Presentations/Intellektika/KHKDEMO2.BAS similarity index 100% rename from Graphics/Presentations/Intellektika/KHKDEMO2.BAS rename to 2D GFX/Presentations/Intellektika/KHKDEMO2.BAS diff --git a/Graphics/Presentations/Intellektika/KHKDEMO3.BAS b/2D GFX/Presentations/Intellektika/KHKDEMO3.BAS similarity index 100% rename from Graphics/Presentations/Intellektika/KHKDEMO3.BAS rename to 2D GFX/Presentations/Intellektika/KHKDEMO3.BAS diff --git a/Graphics/Presentations/Intellektika/KHKDEMO6.BAS b/2D GFX/Presentations/Intellektika/KHKDEMO6.BAS similarity index 100% rename from Graphics/Presentations/Intellektika/KHKDEMO6.BAS rename to 2D GFX/Presentations/Intellektika/KHKDEMO6.BAS diff --git a/Graphics/Presentations/Intellektika/khkdemo4.BAS b/2D GFX/Presentations/Intellektika/khkdemo4.BAS similarity index 100% rename from Graphics/Presentations/Intellektika/khkdemo4.BAS rename to 2D GFX/Presentations/Intellektika/khkdemo4.BAS diff --git a/Graphics/Presentations/Intellektika/khkdemo5.BAS b/2D GFX/Presentations/Intellektika/khkdemo5.BAS similarity index 100% rename from Graphics/Presentations/Intellektika/khkdemo5.BAS rename to 2D GFX/Presentations/Intellektika/khkdemo5.BAS diff --git a/Graphics/Presentations/cat.i01 b/2D GFX/Presentations/cat.i01 similarity index 100% rename from Graphics/Presentations/cat.i01 rename to 2D GFX/Presentations/cat.i01 diff --git a/Graphics/Presentations/christmas.bas b/2D GFX/Presentations/christmas.bas similarity index 100% rename from Graphics/Presentations/christmas.bas rename to 2D GFX/Presentations/christmas.bas diff --git a/Graphics/Presentations/slides.bas b/2D GFX/Presentations/slides.bas similarity index 100% rename from Graphics/Presentations/slides.bas rename to 2D GFX/Presentations/slides.bas diff --git a/Graphics/Presentations/strobo.bas b/2D GFX/Presentations/strobo.bas similarity index 100% rename from Graphics/Presentations/strobo.bas rename to 2D GFX/Presentations/strobo.bas diff --git a/2D GFX/Spirals/index.html b/2D GFX/Spirals/index.html new file mode 100644 index 0000000..0093568 --- /dev/null +++ b/2D GFX/Spirals/index.html @@ -0,0 +1,920 @@ + + + + + + + +Spiral series + + + + + + +
+

Spiral series

+ + + +
+

1. Spiral with increasing density

+
+ +
+

spiral.png +

+
+ +

+From every point in the spiral, subdivided line is traced. Line +segments are connected between the neighbors. Line segment count +progressively increases towards the center. +

+ +

+spiral.bas +

+ +
+
DECLARE SUB DrawLine (startX AS DOUBLE, startY AS DOUBLE, endX AS DOUBLE, endY AS DOUBLE, col AS INTEGER)
+' Program to render fancy looking spiral.
+' By Svjatoslav Agejenko.
+' Email: svjatoslav@svjatoslav.eu
+' Homepage: http://www.svjatoslav.eu
+'
+' Changelog:
+' 2003.12, Initial version
+' 2024.08, Improved program readability using AI
+
+DIM SHARED lineVertexX(1 TO 100) AS DOUBLE
+DIM SHARED lineVertexY(1 TO 100) AS DOUBLE
+DIM SHARED depth AS INTEGER
+DIM SHARED tempDepth AS INTEGER
+SCREEN 12
+
+' Initialize the scale factor for the spiral
+spiralScaleFactor = 200
+depth = 0
+
+' Generate the spiral by iterating through angles and scaling appropriately
+FOR angle = 1 TO 30 STEP .1
+    ' Calculate the current scale based on the remaining distance to the center
+    spiralScaleFactor = (30 - angle) * 7
+    ' Convert polar coordinates to cartesian for the current point
+    xPosition = SIN(angle) * spiralScaleFactor + 200
+    yPosition = COS(angle) * spiralScaleFactor + 200
+    ' Store the current depth (z-axis value)
+    tempDepth = angle
+    ' Draw a line from the previous point to the current point with a color based on depth
+    DrawLine xPosition + (xPosition / 2) + (angle * 3), (yPosition - (xPosition / 3)) + (angle * 3), xPosition + 25, yPosition + 25 - (angle * 3), depth
+    ' Set the color for the next segment
+    depth = 15
+NEXT angle
+
+' Wait for user input to close the program
+userInput$ = INPUT$(1)
+
+SUB DrawLine (startX AS DOUBLE, startY AS DOUBLE, endX AS DOUBLE, endY AS DOUBLE, col AS INTEGER)
+    ' Calculate the step increments for x and y based on the depth
+    deltaX = (endX - startX) / tempDepth
+    deltaY = (endY - startY) / tempDepth
+
+    FOR segmentIndex = 1 TO tempDepth
+        ' If there is a previous vertex, draw a line to the new starting point
+        IF lineVertexX(segmentIndex) > 0 THEN LINE (lineVertexX(segmentIndex), lineVertexY(segmentIndex))-(startX, startY), col
+        ' Store the current starting point as the next vertex
+        lineVertexX(segmentIndex) = startX
+        lineVertexY(segmentIndex) = startY
+        ' Increment the starting point by the calculated deltas
+        startX = startX + deltaX
+        startY = startY + deltaY
+        ' Draw a line from the stored vertex to the new starting point
+        LINE (lineVertexX(segmentIndex), lineVertexY(segmentIndex))-(startX, startY), col
+    NEXT segmentIndex
+END SUB
+
+
+
+
+ +
+

2. Spiral with varying height

+
+ +
+

spiral, 2.png +

+
+ +

+From every point in the spiral, subdivided line is traced. Line +segments are connected between the neighbors. This creates effect +where lines run from edges towards the center. Center is vertically +displaced by sinus function where input is the distance to the center. +

+ +

+spiral, 2.bas +

+ +
+
' Program to render fancy looking spiral.
+' By Svjatoslav Agejenko.
+' Email: svjatoslav@svjatoslav.eu
+' Homepage: http://www.svjatoslav.eu
+'
+' Changelog:
+' 2003.12, Initial version
+' 2024.08, Improved program readability using AI
+
+DIM SHARED spiralX(1 TO 10000) AS SINGLE ' X coordinates of the spiral points
+DIM SHARED spiralY(1 TO 10000) AS SINGLE ' Y coordinates of the spiral points
+DIM SHARED pointCount AS INTEGER ' Total number of points plotted
+SCREEN 12 ' Set screen resolution to 640x480 with 16 colors
+
+' Initialize the scale factor for the spiral
+scaleFactor = 200
+pointCount = 0
+
+' Calculate and plot each point on the spiral
+FOR angle = 1 TO 100 STEP .05
+    pointCount = pointCount + 1
+    scaleFactor = 100 - angle ' Update the scaling factor as the loop progresses
+
+    ' Calculate the X and Y coordinates based on the sine and cosine of the angle
+    spiralX(pointCount) = SIN(angle) * scaleFactor * 3 + 320
+    spiralY(pointCount) = COS(angle) * scaleFactor + 300
+
+    ' Apply a vertical displacement to create a more dynamic effect
+    spiralY(pointCount) = spiralY(pointCount) + (SIN((angle + 20) / 10) * angle)
+
+    ' Plot the point on the screen
+    PSET (spiralX(pointCount), spiralY(pointCount)), 15
+NEXT angle
+
+' Draw lines between points to create the spiral effect
+FOR segmentStart = 1 TO pointCount - 125
+    LINE (spiralX(segmentStart), spiralY(segmentStart)) - _
+         (spiralX(segmentStart + 125), spiralY(segmentStart + 125)), 15
+NEXT segmentStart
+
+' Wait for user input before exiting
+a$ = INPUT$(1)
+END ' Exit the program
+
+
+
+
+ +
+

3. Shaded spiral

+
+ +
+

spiral, 3.png +

+
+ +

+Similar to previous spiral, Line segments are connected between the +neighbors and sinus from the center decides vertical +displacement. Attempt of shading is made where brighter areas have +more detail. +

+ +

+spiral, 3.bas +

+ +
+
' Program to render fancy looking spiral with shaded surface.
+' By Svjatoslav Agejenko.
+' Email: svjatoslav@svjatoslav.eu
+' Homepage: http://www.svjatoslav.eu
+'
+' Changelog:
+' 2003.12, Initial version
+' 2024.08, Improved program readability using AI
+
+' Declare shared arrays for storing coordinates and sine values
+DIM SHARED spiralX(1 TO 10000)
+DIM SHARED spiralY(1 TO 10000)
+DIM SHARED sineValue1(1 TO 10000)
+DIM SHARED sineValue2(1 TO 10000)
+
+
+' Set the screen mode to 640x480 with 16 colors
+SCREEN 12
+
+' Initialize the spiral rotation parameter
+DIM spiralRotation AS SINGLE
+spiralRotation = 0
+
+' Generate and draw the spiral points
+FOR angle = 0 TO 150 STEP .05
+    spiralRotation = spiralRotation + 1
+    scaleFactor = 150 - angle
+
+    ' Calculate the X and Y coordinates for the current point
+    spiralX(spiralRotation) = SIN(angle) * scaleFactor * 3 + 320
+    spiralY(spiralRotation) = COS(angle) * scaleFactor + 300
+
+    ' Apply additional vertical displacement based on a secondary sine function
+    spiralY(spiralRotation) = spiralY(spiralRotation) + (SIN((angle + 20) / 10) * (angle / 5 + 1))
+
+    ' Store the current sine values for later use
+    sineValue1(spiralRotation) = SIN(angle)
+    sineValue2(spiralRotation) = SIN((angle + 20) / 10)
+
+    ' Draw the current point on the screen
+    PSET (spiralX(spiralRotation), spiralY(spiralRotation)), 15
+NEXT angle
+
+' Connect the points to form a continuous line
+FOR index = 1 TO spiralRotation - 127
+    ' Draw a line segment between points 126 steps apart
+    LINE (spiralX(index), spiralY(index))-(spiralX(index + 126), spiralY(index + 126)), 15
+
+    ' Initialize the line drawing flag
+    DIM drawLine AS INTEGER
+    drawLine = 1
+
+    ' Check conditions to determine if a line segment should be drawn
+    IF sineValue1(index) > .8 AND sineValue2(index) < sineValue2(index + 125) THEN drawLine = 0
+    IF sineValue1(index) < -.2 AND (sineValue2(index) - .4) > sineValue2(index + 125) THEN drawLine = 0
+
+    ' Draw a line segment if the conditions are met
+    IF drawLine = 1 THEN LINE (spiralX(index), spiralY(index))-(spiralX(index + 1), spiralY(index + 1)), 15
+
+    ' Reset the line drawing flag and check for different conditions
+    drawLine = 0
+    IF sineValue1(index) > .8 AND sineValue2(index) > sineValue2(index + 125) THEN drawLine = 1
+    IF sineValue1(index) < -.2 AND sineValue2(index) < sineValue2(index + 125) THEN drawLine = 1
+
+    ' Draw a line segment if the conditions are met
+    IF drawLine = 1 THEN LINE (spiralX(index), spiralY(index))-(spiralX(index + 127), spiralY(index + 127)), 15
+
+    ' Reset the line drawing flag and check for another set of conditions
+    drawLine = 0
+    IF sineValue1(index) > .9 AND sineValue2(index) > sineValue2(index + 125) THEN drawLine = 1
+    IF sineValue1(index) < -.5 AND sineValue2(index) < sineValue2(index + 125) THEN drawLine = 1
+
+    ' Draw a line segment if the conditions are met
+    IF drawLine = 1 THEN LINE (spiralX(index), spiralY(index))-(spiralX(index + 125), spiralY(index + 125)), 15
+NEXT index
+
+' Wait for a key press before exiting
+a$ = INPUT$(1)
+
+
+
+
+ +
+

4. Sphere forming spiral

+
+

+Similar to previous spiral, Line segments are connected between the +neighbors. Spiral height and width are calculated such that they form +multiple linked spherical shapes. Initially point cloud in shown: +

+ + +
+

spiral, 4, 1.png +

+
+ +

+In the next step, points are connected using lines: +

+ + +
+

spiral, 4, 2.png +

+
+ + +

+spiral, 4.bas +

+ +
+
' Program to render fancy looking spiral.
+' By Svjatoslav Agejenko.
+' Email: svjatoslav@svjatoslav.eu
+' Homepage: http://www.svjatoslav.eu
+'
+' Changelog:
+' 2003.12, Initial version
+' 2024.08, Improved program readability using AI
+
+' Declare shared arrays to hold the x and y coordinates of the spiral
+DIM SHARED spiralX(1 TO 10000)
+DIM SHARED spiralY(1 TO 10000)
+
+' Initialize the screen to a graphics mode with 640x480 resolution and 16 colors
+SCREEN 12
+
+' Constants for the initial size and the starting value of the index
+CONST InitialSize = 100
+CONST StartIndex = 0
+
+' Variable to keep track of the current position in the spiral arrays
+DIM torusIndex AS DOUBLE
+torusIndex = StartIndex
+
+' Loop parameters
+DIM angle AS DOUBLE
+DIM scaleFactor AS DOUBLE
+
+' Generate the first arm of the spiral
+FOR angle = 0 TO 97.35 STEP .15
+    torusIndex = torusIndex + 1
+    scaleFactor = SIN(angle / 31) * InitialSize
+    spiralX(torusIndex) = SIN(angle) * scaleFactor * 3 + 320
+    spiralY(torusIndex) = COS(angle) * scaleFactor + 250
+    spiralY(torusIndex) = spiralY(torusIndex) - (COS(angle / 31) * 200)
+    PSET (spiralX(torusIndex), spiralY(torusIndex)), 15
+NEXT angle
+
+' Generate the second arm of the spiral
+FOR angle = 97.35 TO 0 STEP -.15
+    torusIndex = torusIndex + 1
+    scaleFactor = SIN(angle / 31) * (InitialSize / 2)
+    spiralX(torusIndex) = SIN(angle) * scaleFactor * 3 + 320
+    spiralY(torusIndex) = COS(angle) * scaleFactor + 350
+    spiralY(torusIndex) = spiralY(torusIndex) - (COS(angle / 31) * 100)
+    PSET (spiralX(torusIndex), spiralY(torusIndex)), 15
+NEXT angle
+
+' Generate the third arm of the spiral
+FOR angle = 0 TO 97.35 STEP .15
+    torusIndex = torusIndex + 1
+    scaleFactor = SIN(angle / 31) * (InitialSize / 4)
+    spiralX(torusIndex) = SIN(angle) * scaleFactor * 3 + 320
+    spiralY(torusIndex) = COS(angle) * scaleFactor + 300
+    spiralY(torusIndex) = spiralY(torusIndex) - (COS(angle / 31) * 50)
+    PSET (spiralX(torusIndex), spiralY(torusIndex)), 15
+NEXT angle
+
+' Generate the fourth arm of the spiral
+FOR angle = 97.35 TO 0 STEP -.15
+    torusIndex = torusIndex + 1
+    scaleFactor = SIN(angle / 31) * (InitialSize / 8)
+    spiralX(torusIndex) = SIN(angle) * scaleFactor * 3 + 320
+    spiralY(torusIndex) = COS(angle) * scaleFactor + 325
+    spiralY(torusIndex) = spiralY(torusIndex) - (COS(angle / 31) * 25)
+    PSET (spiralX(torusIndex), spiralY(torusIndex)), 15
+NEXT angle
+
+' Calculate the number of lines to draw based on the current index
+DIM totalSegments AS DOUBLE
+totalSegments = (torusIndex - 42) / 4
+
+a$ = INPUT$(1)
+' Clear the screen before drawing the lines
+CLS
+
+' Draw the lines between points in the spiral
+FOR angle = 1 TO totalSegments * 4
+    LINE (spiralX(angle), spiralY(angle))-(spiralX(angle + 42), spiralY(angle + 42)), 15
+    LINE (spiralX(angle), spiralY(angle))-(spiralX(angle + 1), spiralY(angle + 1)), 15
+NEXT angle
+
+' Wait for the user to press a key before exiting
+a$ = INPUT$(1)
+
+' End of program
+SYSTEM
+
+
+
+
+ +
+

5. Textured spherical spiral

+
+ +
+

spiral, 5.png +

+
+ +

+Similar to previous spiral, Line segments are connected between the +neighbors. Spiral height and width are calculated such that sphere is +formed. Sphere is textured. Texture is loaded from file: +texture.dat .Invisible surface detection and removal is +attempted. +

+ +

+spiral, 5.bas +

+ +
+
' Program to render fancy looking spiral.
+' By Svjatoslav Agejenko.
+' Email: svjatoslav@svjatoslav.eu
+' Homepage: http://www.svjatoslav.eu
+'
+' Changelog:
+' 2003.12, Initial version
+' 2024.08, Improved program readability using AI
+
+DECLARE SUB FillSegment (x1, y1, x2, y2, xx1, yy1, xx2, yy2)
+DIM SHARED spiralX(1 TO 10000)
+DIM SHARED spiralY(1 TO 10000)
+DIM SHARED angles(1 TO 10000)
+DIM SHARED phaseAngles(1 TO 10000)
+DIM SHARED spiralLength
+SCREEN 12
+stepUnit = 200
+spiralLength = 0
+
+' Generate the spiral points
+FOR angleIndex = 1 TO 97 STEP .15
+    spiralLength = spiralLength + 1
+    stepUnit = SIN(angleIndex / 31) * 100
+    xPos = SIN(angleIndex) * stepUnit * 3 + 320
+    yPos = COS(angleIndex) * stepUnit + 250
+    yPos = yPos - (COS(angleIndex / 31) * 200)
+    angles(spiralLength) = angleIndex
+    phaseAngles(spiralLength) = angleIndex / 31
+    spiralX(spiralLength) = xPos
+    spiralY(spiralLength) = yPos
+    PSET (xPos, yPos), 15
+NEXT angleIndex
+
+' Load texture data from file
+OPEN "texture.dat" FOR INPUT AS #1
+DIM SHARED textureData$(1 TO 1000)
+textureIndex = 0
+1
+    LINE INPUT #1, textureLine$
+    IF LEFT$(textureLine$, 3) = "END" THEN GOTO 2
+    textureIndex = textureIndex + 1
+    textureData$(textureIndex) = textureLine$
+GOTO 1
+2
+CLS
+
+' Apply texture to the spiral
+textureIndex = 1
+FOR charIndex = 1 TO 20
+    FOR textCharIndex = 1 TO LEN(textureData$(charIndex))
+        textureChar$ = RIGHT$(LEFT$(textureData$(charIndex), textCharIndex), 1)
+        textureIndex = textureIndex + 1
+        IF textureIndex > spiralLength - 43 THEN GOTO DONE
+        teeVal = SIN(angles(textureIndex + 32)) - COS(phaseAngles(textureIndex))
+
+        ' Draw lines if the condition is met
+        IF teeVal <= 0 THEN
+            LINE (spiralX(textureIndex), spiralY(textureIndex))-(spiralX(textureIndex + 1), spiralY(textureIndex + 1)), 15
+            LINE (spiralX(textureIndex), spiralY(textureIndex))-(spiralX(textureIndex + 42), spiralY(textureIndex + 42)), 15
+            ' Fill the segment if the character matches
+            IF textureChar$ = "M" THEN
+                CALL FillSegment(spiralX(textureIndex), spiralY(textureIndex), spiralX(textureIndex + 1), spiralY(textureIndex + 1), spiralX(textureIndex + 42), spiralY(textureIndex + 42), spiralX(textureIndex + 43), spiralY(textureIndex + 43))
+            END IF
+        END IF
+    NEXT textCharIndex
+NEXT charIndex
+DONE:
+a$ = INPUT$(1)
+SYSTEM
+
+' Subroutine to fill a segment with lines
+SUB FillSegment (x1, y1, x2, y2, xx1, yy1, xx2, yy2)
+    ' Assign input parameters to local variables
+    xStart = x1
+    yStart = y1
+    xEnd = x2
+    yEnd = y2
+    xxStart = xx1
+    yyStart = yy1
+    xxEnd = xx2
+    yyEnd = yy2
+
+    ' Calculate step increments
+    j = 10
+    xStep = (xEnd - xStart) / j
+    yStep = (yEnd - yStart) / j
+    xxStep = (xxEnd - xxStart) / j
+    yyStep = (yyEnd - yyStart) / j
+
+    ' Draw lines between the points
+    FOR a = 1 TO j
+        xStart = xStart + xStep
+        yStart = yStart + yStep
+        xxStart = xxStart + xxStep
+        yyStart = yyStart + yyStep
+        LINE (xStart, yStart)-(xxStart, yyStart), 15
+    NEXT a
+END SUB
+
+
+
+
+ +
+

6. Textured and shaded spherical spiral

+
+ +
+

spiral, 6.png +

+
+ +

+Similar to previous spiral, Line segments are connected between the +neighbors. Spiral height and width are calculated such that sphere is +formed. Sphere is textured. Texture is loaded from file: +texture1.dat . Invisible surface detection and removal is +attempted. Sphere is shaded. +

+ +

+spiral, 6.bas +

+ +
+
' Program to render fancy looking textured and shaded spiral. Texture is loaded from file.
+' By Svjatoslav Agejenko.
+' Email: svjatoslav@svjatoslav.eu
+' Homepage: http://www.svjatoslav.eu
+'
+' Changelog:
+' 2003.12, Initial version
+' 2024.10, Improved program readability using AI
+
+DECLARE SUB fill(x1, y1, x2, y2, xx1, yy1, xx2, yy2, hel)
+DIM SHARED torux(1 TO 10000)
+DIM SHARED toruy(1 TO 10000)
+DIM SHARED sin1(1 TO 10000)
+DIM SHARED cos1(1 TO 10000)
+DIM SHARED tor
+
+' Set the screen mode to 12
+SCREEN 12
+su = 200
+tor = 0
+
+' Calculate points for the spiral
+FOR a = 1 TO 97 STEP .15
+    tor = tor + 1
+    su = SIN(a / 31) * 100
+    x = SIN(a) * su * 3 + 320
+    y = COS(a) * su + 250
+    y = y - (COS(a / 31) * 200)
+    sin1(tor) = a
+    cos1(tor) = a / 31
+    torux(tor) = x
+    toruy(tor) = y
+    ' Set the pixel at (x, y) to color 15
+    PSET (x, y), 15
+NEXT a
+
+' Open the text file for input
+OPEN "texture1.dat" FOR INPUT AS #1
+DIM SHARED text$(1 TO 1000)
+
+a = 0
+1
+' Read a line from the file
+LINE INPUT #1, a$
+' Check if the line is the end marker
+IF LEFT$(a$, 3) = "END" THEN GOTO 2
+
+' Increment the counter and store the line in the text array
+a = a + 1
+text$(a) = a$
+GOTO 1
+2
+' Close the file
+CLOSE #1
+
+' Clear the screen
+CLS
+a = 1
+' Loop through each character in the text
+FOR c = 1 TO 20
+    FOR b = 1 TO LEN(text$(c))
+        ' Get the current character
+        a$ = RIGHT$(LEFT$(text$(c), b), 1)
+
+        ' Increment the counter
+        a = a + 1
+        ' Check if we have reached the end of the points array
+        IF a > tor - 43 THEN GOTO 3
+
+        ' Calculate the angle for the current point
+        tee = SIN(sin1(a + 32))
+        tee = tee - COS(cos1(a))
+
+        ' Draw lines based on the calculated angle
+        IF tee <= 0 THEN
+            LINE (torux(a), toruy(a))-(torux(a + 1), toruy(a + 1)), 15
+            LINE (torux(a), toruy(a))-(torux(a + 42), toruy(a + 42)), 15
+            hel = 10
+            hel1 = COS(cos1(a) - 1) + .5
+            hel2 = SIN(sin1(a) + 1) + 1
+            ' Adjust brightness based on the angles
+            IF hel2 > 1 AND hel1 > 1 THEN
+                hel3 = (hel2 - 1) * (hel1 - 1) * 8
+                hel = hel / (hel3 + 1)
+            END IF
+
+            ' Adjust brightness if the character is "M"
+            IF a$ = "M" THEN hel = hel / 3
+
+            ' Fill the shape with the calculated brightness
+            fill torux(a), toruy(a), torux(a + 1), toruy(a + 1), torux(a + 42), toruy(a + 42), torux(a + 43), toruy(a + 43), hel
+        END IF
+    NEXT b
+NEXT c
+
+' Wait for user input
+3
+a$ = INPUT$(1)
+SYSTEM
+
+SUB fill(zx1, zy1, zx2, zy2, zxx1, zyy1, zxx2, zyy2, hel)
+
+' This subroutine fills a shape defined by four points with a specified brightness
+' x1,y1  ----------------   xx1,yy1         hel - brightness
+'        |              |
+'        |              |
+'        |              |
+'  x2,y2 ----------------   xx2,yy2
+
+' Assign local variables for clarity
+x1 = zx1
+y1 = zy1
+x2 = zx2
+y2 = zy2
+xx1 = zxx1
+yy1 = zyy1
+xx2 = zxx2
+yy2 = zyy2
+
+' Calculate the differences and distances between points
+j1 = x1 - x2
+j2 = y1 - y2
+j3 = SQR((j1 * j1) + (j2 * j2))
+
+j4 = xx1 - xx2
+j5 = yy1 - yy2
+j6 = SQR((j4 * j4) + (j5 * j5))
+
+' Calculate the average distance and adjust for brightness
+j7 = (j3 + j6) / 2
+j = j7 / hel
+
+' Calculate the step sizes for each axis
+x3 = (x2 - x1) / j
+y3 = (y2 - y1) / j
+xx3 = (xx2 - xx1) / j
+yy3 = (yy2 - yy1) / j
+
+' Draw lines between the points with the specified brightness
+FOR a = 1 TO j
+    x1 = x1 + x3
+    y1 = y1 + y3
+    xx1 = xx1 + xx3
+    yy1 = yy1 + yy3
+    LINE (x1, y1)-(xx1, yy1), 15
+NEXT a
+END SUB
+
+
+
+
+
+
+

Created: 2025-04-23 ke 23:27

+

Validate

+
+ + diff --git a/Graphics/Spirals/index.org b/2D GFX/Spirals/index.org similarity index 100% rename from Graphics/Spirals/index.org rename to 2D GFX/Spirals/index.org diff --git a/Graphics/Spirals/logo.png b/2D GFX/Spirals/logo.png similarity index 100% rename from Graphics/Spirals/logo.png rename to 2D GFX/Spirals/logo.png diff --git a/Graphics/Spirals/spiral, 2.bas b/2D GFX/Spirals/spiral, 2.bas similarity index 100% rename from Graphics/Spirals/spiral, 2.bas rename to 2D GFX/Spirals/spiral, 2.bas diff --git a/Graphics/Spirals/spiral, 2.png b/2D GFX/Spirals/spiral, 2.png similarity index 100% rename from Graphics/Spirals/spiral, 2.png rename to 2D GFX/Spirals/spiral, 2.png diff --git a/Graphics/Spirals/spiral, 3.bas b/2D GFX/Spirals/spiral, 3.bas similarity index 100% rename from Graphics/Spirals/spiral, 3.bas rename to 2D GFX/Spirals/spiral, 3.bas diff --git a/Graphics/Spirals/spiral, 3.png b/2D GFX/Spirals/spiral, 3.png similarity index 100% rename from Graphics/Spirals/spiral, 3.png rename to 2D GFX/Spirals/spiral, 3.png diff --git a/Graphics/Spirals/spiral, 4, 1.png b/2D GFX/Spirals/spiral, 4, 1.png similarity index 100% rename from Graphics/Spirals/spiral, 4, 1.png rename to 2D GFX/Spirals/spiral, 4, 1.png diff --git a/Graphics/Spirals/spiral, 4, 2.png b/2D GFX/Spirals/spiral, 4, 2.png similarity index 100% rename from Graphics/Spirals/spiral, 4, 2.png rename to 2D GFX/Spirals/spiral, 4, 2.png diff --git a/Graphics/Spirals/spiral, 4.bas b/2D GFX/Spirals/spiral, 4.bas similarity index 100% rename from Graphics/Spirals/spiral, 4.bas rename to 2D GFX/Spirals/spiral, 4.bas diff --git a/Graphics/Spirals/spiral, 5.bas b/2D GFX/Spirals/spiral, 5.bas similarity index 100% rename from Graphics/Spirals/spiral, 5.bas rename to 2D GFX/Spirals/spiral, 5.bas diff --git a/Graphics/Spirals/spiral, 5.png b/2D GFX/Spirals/spiral, 5.png similarity index 100% rename from Graphics/Spirals/spiral, 5.png rename to 2D GFX/Spirals/spiral, 5.png diff --git a/Graphics/Spirals/spiral, 6.bas b/2D GFX/Spirals/spiral, 6.bas similarity index 100% rename from Graphics/Spirals/spiral, 6.bas rename to 2D GFX/Spirals/spiral, 6.bas diff --git a/Graphics/Spirals/spiral, 6.png b/2D GFX/Spirals/spiral, 6.png similarity index 100% rename from Graphics/Spirals/spiral, 6.png rename to 2D GFX/Spirals/spiral, 6.png diff --git a/Graphics/Spirals/spiral.bas b/2D GFX/Spirals/spiral.bas similarity index 100% rename from Graphics/Spirals/spiral.bas rename to 2D GFX/Spirals/spiral.bas diff --git a/Graphics/Spirals/spiral.png b/2D GFX/Spirals/spiral.png similarity index 100% rename from Graphics/Spirals/spiral.png rename to 2D GFX/Spirals/spiral.png diff --git a/Graphics/Spirals/texture.dat b/2D GFX/Spirals/texture.dat similarity index 100% rename from Graphics/Spirals/texture.dat rename to 2D GFX/Spirals/texture.dat diff --git a/Graphics/Spirals/texture1.dat b/2D GFX/Spirals/texture1.dat similarity index 100% rename from Graphics/Spirals/texture1.dat rename to 2D GFX/Spirals/texture1.dat diff --git a/Graphics/Textures/map1.bas b/2D GFX/Textures/map1.bas similarity index 100% rename from Graphics/Textures/map1.bas rename to 2D GFX/Textures/map1.bas diff --git a/Graphics/Textures/map2.bas b/2D GFX/Textures/map2.bas similarity index 100% rename from Graphics/Textures/map2.bas rename to 2D GFX/Textures/map2.bas diff --git a/Graphics/Textures/map3.bas b/2D GFX/Textures/map3.bas similarity index 100% rename from Graphics/Textures/map3.bas rename to 2D GFX/Textures/map3.bas diff --git a/Graphics/Textures/oldpaper.bas b/2D GFX/Textures/oldpaper.bas similarity index 100% rename from Graphics/Textures/oldpaper.bas rename to 2D GFX/Textures/oldpaper.bas diff --git a/Graphics/Textures/test3.bas b/2D GFX/Textures/test3.bas similarity index 100% rename from Graphics/Textures/test3.bas rename to 2D GFX/Textures/test3.bas diff --git a/Graphics/Textures/wood.bas b/2D GFX/Textures/wood.bas similarity index 100% rename from Graphics/Textures/wood.bas rename to 2D GFX/Textures/wood.bas diff --git a/Graphics/3D/!.bas b/3D GFX/!.bas similarity index 100% rename from Graphics/3D/!.bas rename to 3D GFX/!.bas diff --git a/Graphics/3D/!.webm b/3D GFX/!.webm similarity index 100% rename from Graphics/3D/!.webm rename to 3D GFX/!.webm diff --git a/Graphics/3D/3D Synthezier/.project b/3D GFX/3D Synthezier/.project similarity index 100% rename from Graphics/3D/3D Synthezier/.project rename to 3D GFX/3D Synthezier/.project diff --git a/Graphics/3D/3D Synthezier/bin/3dparse.bas b/3D GFX/3D Synthezier/bin/3dparse.bas similarity index 100% rename from Graphics/3D/3D Synthezier/bin/3dparse.bas rename to 3D GFX/3D Synthezier/bin/3dparse.bas diff --git a/Graphics/3D/3D Synthezier/bin/city1.3d b/3D GFX/3D Synthezier/bin/city1.3d similarity index 100% rename from Graphics/3D/3D Synthezier/bin/city1.3d rename to 3D GFX/3D Synthezier/bin/city1.3d diff --git a/Graphics/3D/3D Synthezier/bin/city1.bat b/3D GFX/3D Synthezier/bin/city1.bat similarity index 100% rename from Graphics/3D/3D Synthezier/bin/city1.bat rename to 3D GFX/3D Synthezier/bin/city1.bat diff --git a/Graphics/3D/3D Synthezier/bin/city2.3d b/3D GFX/3D Synthezier/bin/city2.3d similarity index 100% rename from Graphics/3D/3D Synthezier/bin/city2.3d rename to 3D GFX/3D Synthezier/bin/city2.3d diff --git a/Graphics/3D/3D Synthezier/bin/city2.bat b/3D GFX/3D Synthezier/bin/city2.bat similarity index 100% rename from Graphics/3D/3D Synthezier/bin/city2.bat rename to 3D GFX/3D Synthezier/bin/city2.bat diff --git a/Graphics/3D/3D Synthezier/bin/result.mtl b/3D GFX/3D Synthezier/bin/result.mtl similarity index 100% rename from Graphics/3D/3D Synthezier/bin/result.mtl rename to 3D GFX/3D Synthezier/bin/result.mtl diff --git a/Graphics/3D/3D Synthezier/doc/hexagonal city, 1.jpeg b/3D GFX/3D Synthezier/doc/hexagonal city, 1.jpeg similarity index 100% rename from Graphics/3D/3D Synthezier/doc/hexagonal city, 1.jpeg rename to 3D GFX/3D Synthezier/doc/hexagonal city, 1.jpeg diff --git a/Graphics/3D/3D Synthezier/doc/hexagonal city, 2.jpeg b/3D GFX/3D Synthezier/doc/hexagonal city, 2.jpeg similarity index 100% rename from Graphics/3D/3D Synthezier/doc/hexagonal city, 2.jpeg rename to 3D GFX/3D Synthezier/doc/hexagonal city, 2.jpeg diff --git a/Graphics/3D/3D Synthezier/doc/hexagonal city, 3.jpeg b/3D GFX/3D Synthezier/doc/hexagonal city, 3.jpeg similarity index 100% rename from Graphics/3D/3D Synthezier/doc/hexagonal city, 3.jpeg rename to 3D GFX/3D Synthezier/doc/hexagonal city, 3.jpeg diff --git a/Graphics/3D/3D Synthezier/doc/hexagonal city.blend b/3D GFX/3D Synthezier/doc/hexagonal city.blend similarity index 100% rename from Graphics/3D/3D Synthezier/doc/hexagonal city.blend rename to 3D GFX/3D Synthezier/doc/hexagonal city.blend diff --git a/3D GFX/3D Synthezier/doc/index.html b/3D GFX/3D Synthezier/doc/index.html new file mode 100644 index 0000000..738ba22 --- /dev/null +++ b/3D GFX/3D Synthezier/doc/index.html @@ -0,0 +1,1573 @@ + + + + + + + +3D Synthezier + + + + + + + + + + + + + + + + + + +
+

3D Synthezier

+ + + + +
+

1. Operating principle

+
+

+Parses scene definition language and creates 3D world based on +it. Result will be in a wavefront obj file, witch can be then +visualized using external renderer. +

+ +

+Basic concept of defining scene is: +

+
    +
  • Simple and primitive objects are created on point and polygon level.
  • +
  • More complex ones can be created my combinig already existing ones, +while applying various transformations on them.
  • +
+ +

+Objects with all its subobjects can be rotated, mirrored or resized +omong any axis. Generator has built in cache for data input and output +to minimize file access. +

+ +

+Examples: +

+ +

+Download Blender files: +

+ + + +++ ++ + + + + + + + + + + + + + + + + + +
filesize
rectangular city.blend3.6 MB
hexagonal city.blend21 MB
+ +

+They were produced by importing generated wavefront obj files into +Blender. +

+
+ +
+

1.1. Rectangular city

+
+ +
+

rectangular city, 1.jpeg +

+
+ + +
+

rectangular city, 2.jpeg +

+
+ + +
+

rectangular city, 3.jpeg +

+
+
+
+
+

1.2. Hexagonal city

+
+ +
+

hexagonal city, 1.jpeg +

+
+ + +
+

hexagonal city, 2.jpeg +

+
+ + +
+

hexagonal city, 3.jpeg +

+
+
+
+
+
+

2. Scene description language

+
+

+See also examples. +

+
+
+

2.1. here

+
+
+here
+
+ +

+defines new segment +

+
+
+
+

2.2. p

+
+
+p  x y z
+
+ +

+defines new point +

+
+
+
+

2.3. f

+
+
+f  p1 p2 p3 p4
+
+ +

+defines new polygon, p4 may be unused +

+
+
+
+

2.4. warn

+
+
+warn  <message>
+
+ +

+displays warning message, and wait for key +

+
+
+
+

2.5. end

+
+
+end
+
+ +

+terminates parser +

+
+
+
+

2.6. mtl

+
+
+mtl  material
+
+ +

+selects material +

+
+
+
+

2.7. mtlrnd

+
+
+mtlrnd  material ...
+
+ +

+selects random material from list +

+
+
+
+

2.8. obj

+
+
+obj  object xz45 xy20 x+3 y*2
+
+ +

+includes sub object, can be rotated moved or resized, across X Y Z. If +object name begin vith ~ then it will be loaded from current +directory. if object name ends with ~ then object will be parsed +directly from file, and not chached, to allow loading of greater than +500 lines files. +

+ + +
+

rotation.png +

+
+
+
+
+

2.9. rnd

+
+
+rnd  p^1^2^3 p^7^2^1
+
+ +

+select random command to execute, ^ will be converted to spaces. +

+
+
+
+

2.10. #

+
+
+# whatever text
+
+ +

+comment +

+
+
+
+

2.11. out

+
+
+out  file
+
+ +

+specify output file name, must be first command +

+
+
+
+

2.12. set

+
+
+set  variable  contents
+
+ +

+set variable contents, variable must be number, contents can be +string. max variables is 100. first is 0. +

+
+
+
+

2.13. variables usage

+
+
+anycommand %1 anything
+
+ +

+inserts variable 1 contents info line +

+
+
+
+

2.14. cmp

+
+
+cmp  flag string1 string2
+
+ +

+compares strings, and inserts TRUE to flag, if they are equal, else inserts FALSE. max 9 falgs, 0 first. Each subobject has its own flags. +

+
+
+
+

2.15. ?

+
+
+?flag anycommand
+
+ +

+executes command if flag is true. +

+ +

+exapmle: ?3 obj car z*2 xy45 +

+
+
+
+

2.16. dum

+
+
+dum
+
+ +

+dummy function, does notheing +

+
+
+
+ +
+

3. Installation

+
+

+Edit bin/3dparse.bas file and update include path in there. +

+
+ +
+

3.1. System requirements

+
+ + + +++ ++ + + + + + + + + + + + + + + + + + +
softwaretested version
DOS6.22
QBasic4.5
+
+
+ +
+

3.2. Directory layout

+
+
+
bin
+
3dparse.bas
3D generator main executable
+
city1.3d
city with square-like buildings
+
city2.3d
city with hexangular buildings
+
result.mtl
shared material library
+
*.bat
quick launch scripts
+
+ +
include
3D objects used to compose the scene
+
+
+
+
+ +
+

4. Usage

+
+

+Make sure you have QB binaries in your PATH. Execute +

+
+bin/city1.bat
+
+ +

+or +

+
+bin/city2.bat
+
+ +

+to generate example cities. After parsing is finished, appropriate +*.obj files will appear in the bin directory holding generated scene. +Visualize scene with your favourite renderer. +

+
+
+
+
+

Created: 2025-04-23 ke 23:27

+

Validate

+
+ + diff --git a/Graphics/3D/3D Synthezier/doc/index.org b/3D GFX/3D Synthezier/doc/index.org similarity index 100% rename from Graphics/3D/3D Synthezier/doc/index.org rename to 3D GFX/3D Synthezier/doc/index.org diff --git a/Graphics/3D/3D Synthezier/doc/rectangular city, 1.jpeg b/3D GFX/3D Synthezier/doc/rectangular city, 1.jpeg similarity index 100% rename from Graphics/3D/3D Synthezier/doc/rectangular city, 1.jpeg rename to 3D GFX/3D Synthezier/doc/rectangular city, 1.jpeg diff --git a/Graphics/3D/3D Synthezier/doc/rectangular city, 2.jpeg b/3D GFX/3D Synthezier/doc/rectangular city, 2.jpeg similarity index 100% rename from Graphics/3D/3D Synthezier/doc/rectangular city, 2.jpeg rename to 3D GFX/3D Synthezier/doc/rectangular city, 2.jpeg diff --git a/Graphics/3D/3D Synthezier/doc/rectangular city, 3.jpeg b/3D GFX/3D Synthezier/doc/rectangular city, 3.jpeg similarity index 100% rename from Graphics/3D/3D Synthezier/doc/rectangular city, 3.jpeg rename to 3D GFX/3D Synthezier/doc/rectangular city, 3.jpeg diff --git a/Graphics/3D/3D Synthezier/doc/rectangular city.blend b/3D GFX/3D Synthezier/doc/rectangular city.blend similarity index 100% rename from Graphics/3D/3D Synthezier/doc/rectangular city.blend rename to 3D GFX/3D Synthezier/doc/rectangular city.blend diff --git a/Graphics/3D/3D Synthezier/doc/rotation.png b/3D GFX/3D Synthezier/doc/rotation.png similarity index 100% rename from Graphics/3D/3D Synthezier/doc/rotation.png rename to 3D GFX/3D Synthezier/doc/rotation.png diff --git a/Graphics/3D/3D Synthezier/include/6nrk0s.3d b/3D GFX/3D Synthezier/include/6nrk0s.3d similarity index 100% rename from Graphics/3D/3D Synthezier/include/6nrk0s.3d rename to 3D GFX/3D Synthezier/include/6nrk0s.3d diff --git a/Graphics/3D/3D Synthezier/include/6nrk2s.3d b/3D GFX/3D Synthezier/include/6nrk2s.3d similarity index 100% rename from Graphics/3D/3D Synthezier/include/6nrk2s.3d rename to 3D GFX/3D Synthezier/include/6nrk2s.3d diff --git a/Graphics/3D/3D Synthezier/include/blk1.3d b/3D GFX/3D Synthezier/include/blk1.3d similarity index 100% rename from Graphics/3D/3D Synthezier/include/blk1.3d rename to 3D GFX/3D Synthezier/include/blk1.3d diff --git a/Graphics/3D/3D Synthezier/include/blk2.3d b/3D GFX/3D Synthezier/include/blk2.3d similarity index 100% rename from Graphics/3D/3D Synthezier/include/blk2.3d rename to 3D GFX/3D Synthezier/include/blk2.3d diff --git a/Graphics/3D/3D Synthezier/include/blk3.3d b/3D GFX/3D Synthezier/include/blk3.3d similarity index 100% rename from Graphics/3D/3D Synthezier/include/blk3.3d rename to 3D GFX/3D Synthezier/include/blk3.3d diff --git a/Graphics/3D/3D Synthezier/include/blk4.3d b/3D GFX/3D Synthezier/include/blk4.3d similarity index 100% rename from Graphics/3D/3D Synthezier/include/blk4.3d rename to 3D GFX/3D Synthezier/include/blk4.3d diff --git a/Graphics/3D/3D Synthezier/include/bridge.3d b/3D GFX/3D Synthezier/include/bridge.3d similarity index 100% rename from Graphics/3D/3D Synthezier/include/bridge.3d rename to 3D GFX/3D Synthezier/include/bridge.3d diff --git a/Graphics/3D/3D Synthezier/include/bridge1.3d b/3D GFX/3D Synthezier/include/bridge1.3d similarity index 100% rename from Graphics/3D/3D Synthezier/include/bridge1.3d rename to 3D GFX/3D Synthezier/include/bridge1.3d diff --git a/Graphics/3D/3D Synthezier/include/bridgegl.3d b/3D GFX/3D Synthezier/include/bridgegl.3d similarity index 100% rename from Graphics/3D/3D Synthezier/include/bridgegl.3d rename to 3D GFX/3D Synthezier/include/bridgegl.3d diff --git a/Graphics/3D/3D Synthezier/include/bus.3d b/3D GFX/3D Synthezier/include/bus.3d similarity index 100% rename from Graphics/3D/3D Synthezier/include/bus.3d rename to 3D GFX/3D Synthezier/include/bus.3d diff --git a/Graphics/3D/3D Synthezier/include/bus_frnt.3d b/3D GFX/3D Synthezier/include/bus_frnt.3d similarity index 100% rename from Graphics/3D/3D Synthezier/include/bus_frnt.3d rename to 3D GFX/3D Synthezier/include/bus_frnt.3d diff --git a/Graphics/3D/3D Synthezier/include/bus_wind.3d b/3D GFX/3D Synthezier/include/bus_wind.3d similarity index 100% rename from Graphics/3D/3D Synthezier/include/bus_wind.3d rename to 3D GFX/3D Synthezier/include/bus_wind.3d diff --git a/Graphics/3D/3D Synthezier/include/car.3d b/3D GFX/3D Synthezier/include/car.3d similarity index 100% rename from Graphics/3D/3D Synthezier/include/car.3d rename to 3D GFX/3D Synthezier/include/car.3d diff --git a/Graphics/3D/3D Synthezier/include/car_frnt.3d b/3D GFX/3D Synthezier/include/car_frnt.3d similarity index 100% rename from Graphics/3D/3D Synthezier/include/car_frnt.3d rename to 3D GFX/3D Synthezier/include/car_frnt.3d diff --git a/Graphics/3D/3D Synthezier/include/cars.3d b/3D GFX/3D Synthezier/include/cars.3d similarity index 100% rename from Graphics/3D/3D Synthezier/include/cars.3d rename to 3D GFX/3D Synthezier/include/cars.3d diff --git a/Graphics/3D/3D Synthezier/include/flare_r.3d b/3D GFX/3D Synthezier/include/flare_r.3d similarity index 100% rename from Graphics/3D/3D Synthezier/include/flare_r.3d rename to 3D GFX/3D Synthezier/include/flare_r.3d diff --git a/Graphics/3D/3D Synthezier/include/flare_w.3d b/3D GFX/3D Synthezier/include/flare_w.3d similarity index 100% rename from Graphics/3D/3D Synthezier/include/flare_w.3d rename to 3D GFX/3D Synthezier/include/flare_w.3d diff --git a/Graphics/3D/3D Synthezier/include/handrail.3d b/3D GFX/3D Synthezier/include/handrail.3d similarity index 100% rename from Graphics/3D/3D Synthezier/include/handrail.3d rename to 3D GFX/3D Synthezier/include/handrail.3d diff --git a/Graphics/3D/3D Synthezier/include/katus.3d b/3D GFX/3D Synthezier/include/katus.3d similarity index 100% rename from Graphics/3D/3D Synthezier/include/katus.3d rename to 3D GFX/3D Synthezier/include/katus.3d diff --git a/Graphics/3D/3D Synthezier/include/katus2.3d b/3D GFX/3D Synthezier/include/katus2.3d similarity index 100% rename from Graphics/3D/3D Synthezier/include/katus2.3d rename to 3D GFX/3D Synthezier/include/katus2.3d diff --git a/Graphics/3D/3D Synthezier/include/katus3.3d b/3D GFX/3D Synthezier/include/katus3.3d similarity index 100% rename from Graphics/3D/3D Synthezier/include/katus3.3d rename to 3D GFX/3D Synthezier/include/katus3.3d diff --git a/Graphics/3D/3D Synthezier/include/krs1.3d b/3D GFX/3D Synthezier/include/krs1.3d similarity index 100% rename from Graphics/3D/3D Synthezier/include/krs1.3d rename to 3D GFX/3D Synthezier/include/krs1.3d diff --git a/Graphics/3D/3D Synthezier/include/krs2.3d b/3D GFX/3D Synthezier/include/krs2.3d similarity index 100% rename from Graphics/3D/3D Synthezier/include/krs2.3d rename to 3D GFX/3D Synthezier/include/krs2.3d diff --git a/Graphics/3D/3D Synthezier/include/kuppel.3d b/3D GFX/3D Synthezier/include/kuppel.3d similarity index 100% rename from Graphics/3D/3D Synthezier/include/kuppel.3d rename to 3D GFX/3D Synthezier/include/kuppel.3d diff --git a/Graphics/3D/3D Synthezier/include/maja.3d b/3D GFX/3D Synthezier/include/maja.3d similarity index 100% rename from Graphics/3D/3D Synthezier/include/maja.3d rename to 3D GFX/3D Synthezier/include/maja.3d diff --git a/Graphics/3D/3D Synthezier/include/nrk4.3d b/3D GFX/3D Synthezier/include/nrk4.3d similarity index 100% rename from Graphics/3D/3D Synthezier/include/nrk4.3d rename to 3D GFX/3D Synthezier/include/nrk4.3d diff --git a/Graphics/3D/3D Synthezier/include/nrk6.3d b/3D GFX/3D Synthezier/include/nrk6.3d similarity index 100% rename from Graphics/3D/3D Synthezier/include/nrk6.3d rename to 3D GFX/3D Synthezier/include/nrk6.3d diff --git a/Graphics/3D/3D Synthezier/include/nrk8.3d b/3D GFX/3D Synthezier/include/nrk8.3d similarity index 100% rename from Graphics/3D/3D Synthezier/include/nrk8.3d rename to 3D GFX/3D Synthezier/include/nrk8.3d diff --git a/Graphics/3D/3D Synthezier/include/plaat.3d b/3D GFX/3D Synthezier/include/plaat.3d similarity index 100% rename from Graphics/3D/3D Synthezier/include/plaat.3d rename to 3D GFX/3D 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a/Graphics/3D/Swapping 3D engine/objects/font/LTR158.3D b/3D GFX/Swapping 3D engine/objects/font/LTR158.3D similarity index 100% rename from Graphics/3D/Swapping 3D engine/objects/font/LTR158.3D rename to 3D GFX/Swapping 3D engine/objects/font/LTR158.3D diff --git a/Graphics/3D/Swapping 3D engine/objects/font/LTR159.3D b/3D GFX/Swapping 3D engine/objects/font/LTR159.3D similarity index 100% rename from Graphics/3D/Swapping 3D engine/objects/font/LTR159.3D rename to 3D GFX/Swapping 3D engine/objects/font/LTR159.3D diff --git a/Graphics/3D/Swapping 3D engine/objects/font/LTR160.3D b/3D GFX/Swapping 3D engine/objects/font/LTR160.3D similarity index 100% rename from Graphics/3D/Swapping 3D engine/objects/font/LTR160.3D rename to 3D GFX/Swapping 3D engine/objects/font/LTR160.3D diff --git a/Graphics/3D/Swapping 3D engine/objects/font/LTR161.3D b/3D GFX/Swapping 3D engine/objects/font/LTR161.3D similarity index 100% rename from Graphics/3D/Swapping 3D engine/objects/font/LTR161.3D rename to 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a/Graphics/3D/Swapping 3D engine/objects/font/LTR173.3D b/3D GFX/Swapping 3D engine/objects/font/LTR173.3D similarity index 100% rename from Graphics/3D/Swapping 3D engine/objects/font/LTR173.3D rename to 3D GFX/Swapping 3D engine/objects/font/LTR173.3D diff --git a/Graphics/3D/Swapping 3D engine/objects/font/LTR174.3D b/3D GFX/Swapping 3D engine/objects/font/LTR174.3D similarity index 100% rename from Graphics/3D/Swapping 3D engine/objects/font/LTR174.3D rename to 3D GFX/Swapping 3D engine/objects/font/LTR174.3D diff --git a/Graphics/3D/Swapping 3D engine/objects/font/LTR175.3D b/3D GFX/Swapping 3D engine/objects/font/LTR175.3D similarity index 100% rename from Graphics/3D/Swapping 3D engine/objects/font/LTR175.3D rename to 3D GFX/Swapping 3D engine/objects/font/LTR175.3D diff --git a/Graphics/3D/Swapping 3D engine/objects/font/LTR176.3D b/3D GFX/Swapping 3D engine/objects/font/LTR176.3D similarity index 100% rename from Graphics/3D/Swapping 3D engine/objects/font/LTR176.3D rename to 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a/Graphics/3D/Swapping 3D engine/objects/font/LTR203.3D b/3D GFX/Swapping 3D engine/objects/font/LTR203.3D similarity index 100% rename from Graphics/3D/Swapping 3D engine/objects/font/LTR203.3D rename to 3D GFX/Swapping 3D engine/objects/font/LTR203.3D diff --git a/Graphics/3D/Swapping 3D engine/objects/font/LTR204.3D b/3D GFX/Swapping 3D engine/objects/font/LTR204.3D similarity index 100% rename from Graphics/3D/Swapping 3D engine/objects/font/LTR204.3D rename to 3D GFX/Swapping 3D engine/objects/font/LTR204.3D diff --git a/Graphics/3D/Swapping 3D engine/objects/font/LTR205.3D b/3D GFX/Swapping 3D engine/objects/font/LTR205.3D similarity index 100% rename from Graphics/3D/Swapping 3D engine/objects/font/LTR205.3D rename to 3D GFX/Swapping 3D engine/objects/font/LTR205.3D diff --git a/Graphics/3D/Swapping 3D engine/objects/font/LTR206.3D b/3D GFX/Swapping 3D engine/objects/font/LTR206.3D similarity index 100% rename from Graphics/3D/Swapping 3D engine/objects/font/LTR206.3D rename to 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engine/objects/font/LTR214.3D similarity index 100% rename from Graphics/3D/Swapping 3D engine/objects/font/LTR214.3D rename to 3D GFX/Swapping 3D engine/objects/font/LTR214.3D diff --git a/Graphics/3D/Swapping 3D engine/objects/font/LTR215.3D b/3D GFX/Swapping 3D engine/objects/font/LTR215.3D similarity index 100% rename from Graphics/3D/Swapping 3D engine/objects/font/LTR215.3D rename to 3D GFX/Swapping 3D engine/objects/font/LTR215.3D diff --git a/Graphics/3D/Swapping 3D engine/objects/font/LTR216.3D b/3D GFX/Swapping 3D engine/objects/font/LTR216.3D similarity index 100% rename from Graphics/3D/Swapping 3D engine/objects/font/LTR216.3D rename to 3D GFX/Swapping 3D engine/objects/font/LTR216.3D diff --git a/Graphics/3D/Swapping 3D engine/objects/font/LTR217.3D b/3D GFX/Swapping 3D engine/objects/font/LTR217.3D similarity index 100% rename from Graphics/3D/Swapping 3D engine/objects/font/LTR217.3D rename to 3D GFX/Swapping 3D engine/objects/font/LTR217.3D diff --git a/Graphics/3D/Swapping 3D engine/objects/font/LTR218.3D b/3D GFX/Swapping 3D engine/objects/font/LTR218.3D similarity index 100% rename from Graphics/3D/Swapping 3D engine/objects/font/LTR218.3D rename to 3D GFX/Swapping 3D engine/objects/font/LTR218.3D diff --git a/Graphics/3D/Swapping 3D engine/objects/font/LTR219.3D b/3D GFX/Swapping 3D engine/objects/font/LTR219.3D similarity index 100% rename from Graphics/3D/Swapping 3D engine/objects/font/LTR219.3D rename to 3D GFX/Swapping 3D engine/objects/font/LTR219.3D diff --git a/Graphics/3D/Swapping 3D engine/objects/font/LTR220.3D b/3D GFX/Swapping 3D engine/objects/font/LTR220.3D similarity index 100% rename from Graphics/3D/Swapping 3D engine/objects/font/LTR220.3D rename to 3D GFX/Swapping 3D engine/objects/font/LTR220.3D diff --git a/Graphics/3D/Swapping 3D engine/objects/font/LTR221.3D b/3D GFX/Swapping 3D engine/objects/font/LTR221.3D similarity index 100% rename from Graphics/3D/Swapping 3D engine/objects/font/LTR221.3D rename to 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engine/objects/font/LTR35.3D similarity index 100% rename from Graphics/3D/Swapping 3D engine/objects/font/LTR35.3D rename to 3D GFX/Swapping 3D engine/objects/font/LTR35.3D diff --git a/Graphics/3D/Swapping 3D engine/objects/font/LTR36.3D b/3D GFX/Swapping 3D engine/objects/font/LTR36.3D similarity index 100% rename from Graphics/3D/Swapping 3D engine/objects/font/LTR36.3D rename to 3D GFX/Swapping 3D engine/objects/font/LTR36.3D diff --git a/Graphics/3D/Swapping 3D engine/objects/font/LTR37.3D b/3D GFX/Swapping 3D engine/objects/font/LTR37.3D similarity index 100% rename from Graphics/3D/Swapping 3D engine/objects/font/LTR37.3D rename to 3D GFX/Swapping 3D engine/objects/font/LTR37.3D diff --git a/Graphics/3D/Swapping 3D engine/objects/font/LTR38.3D b/3D GFX/Swapping 3D engine/objects/font/LTR38.3D similarity index 100% rename from Graphics/3D/Swapping 3D engine/objects/font/LTR38.3D rename to 3D GFX/Swapping 3D engine/objects/font/LTR38.3D diff --git a/Graphics/3D/Swapping 3D engine/objects/font/LTR39.3D b/3D GFX/Swapping 3D engine/objects/font/LTR39.3D similarity index 100% rename from Graphics/3D/Swapping 3D engine/objects/font/LTR39.3D rename to 3D GFX/Swapping 3D engine/objects/font/LTR39.3D diff --git a/Graphics/3D/Swapping 3D engine/objects/font/LTR40.3D b/3D GFX/Swapping 3D engine/objects/font/LTR40.3D similarity index 100% rename from Graphics/3D/Swapping 3D engine/objects/font/LTR40.3D rename to 3D GFX/Swapping 3D engine/objects/font/LTR40.3D diff --git a/Graphics/3D/Swapping 3D engine/objects/font/LTR41.3D b/3D GFX/Swapping 3D engine/objects/font/LTR41.3D similarity index 100% rename from Graphics/3D/Swapping 3D engine/objects/font/LTR41.3D rename to 3D GFX/Swapping 3D engine/objects/font/LTR41.3D diff --git a/Graphics/3D/Swapping 3D engine/objects/font/LTR42.3D b/3D GFX/Swapping 3D engine/objects/font/LTR42.3D similarity index 100% rename from Graphics/3D/Swapping 3D engine/objects/font/LTR42.3D rename to 3D GFX/Swapping 3D 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engine/objects/font/LTR58.3D b/3D GFX/Swapping 3D engine/objects/font/LTR58.3D similarity index 100% rename from Graphics/3D/Swapping 3D engine/objects/font/LTR58.3D rename to 3D GFX/Swapping 3D engine/objects/font/LTR58.3D diff --git a/Graphics/3D/Swapping 3D engine/objects/font/LTR59.3D b/3D GFX/Swapping 3D engine/objects/font/LTR59.3D similarity index 100% rename from Graphics/3D/Swapping 3D engine/objects/font/LTR59.3D rename to 3D GFX/Swapping 3D engine/objects/font/LTR59.3D diff --git a/Graphics/3D/Swapping 3D engine/objects/font/LTR60.3D b/3D GFX/Swapping 3D engine/objects/font/LTR60.3D similarity index 100% rename from Graphics/3D/Swapping 3D engine/objects/font/LTR60.3D rename to 3D GFX/Swapping 3D engine/objects/font/LTR60.3D diff --git a/Graphics/3D/Swapping 3D engine/objects/font/LTR61.3D b/3D GFX/Swapping 3D engine/objects/font/LTR61.3D similarity index 100% rename from Graphics/3D/Swapping 3D engine/objects/font/LTR61.3D rename to 3D GFX/Swapping 3D engine/objects/font/LTR61.3D diff --git a/Graphics/3D/Swapping 3D engine/objects/font/LTR62.3D b/3D GFX/Swapping 3D engine/objects/font/LTR62.3D similarity index 100% rename from Graphics/3D/Swapping 3D engine/objects/font/LTR62.3D rename to 3D GFX/Swapping 3D engine/objects/font/LTR62.3D diff --git a/Graphics/3D/Swapping 3D engine/objects/font/LTR63.3D b/3D GFX/Swapping 3D engine/objects/font/LTR63.3D similarity index 100% rename from Graphics/3D/Swapping 3D engine/objects/font/LTR63.3D rename to 3D GFX/Swapping 3D engine/objects/font/LTR63.3D diff --git a/Graphics/3D/Swapping 3D engine/objects/font/LTR64.3D b/3D GFX/Swapping 3D engine/objects/font/LTR64.3D similarity index 100% rename from Graphics/3D/Swapping 3D engine/objects/font/LTR64.3D rename to 3D GFX/Swapping 3D engine/objects/font/LTR64.3D diff --git a/Graphics/3D/Swapping 3D engine/objects/font/LTR65.3D b/3D GFX/Swapping 3D engine/objects/font/LTR65.3D similarity index 100% rename from Graphics/3D/Swapping 3D engine/objects/font/LTR65.3D rename to 3D GFX/Swapping 3D engine/objects/font/LTR65.3D diff --git a/Graphics/3D/Swapping 3D engine/objects/font/LTR66.3D b/3D GFX/Swapping 3D engine/objects/font/LTR66.3D similarity index 100% rename from Graphics/3D/Swapping 3D engine/objects/font/LTR66.3D rename to 3D GFX/Swapping 3D engine/objects/font/LTR66.3D diff --git a/Graphics/3D/Swapping 3D engine/objects/font/LTR67.3D b/3D GFX/Swapping 3D engine/objects/font/LTR67.3D similarity index 100% rename from Graphics/3D/Swapping 3D engine/objects/font/LTR67.3D rename to 3D GFX/Swapping 3D engine/objects/font/LTR67.3D diff --git a/Graphics/3D/Swapping 3D engine/objects/font/LTR68.3D b/3D GFX/Swapping 3D engine/objects/font/LTR68.3D similarity index 100% rename from Graphics/3D/Swapping 3D engine/objects/font/LTR68.3D rename to 3D GFX/Swapping 3D engine/objects/font/LTR68.3D diff --git a/Graphics/3D/Swapping 3D engine/objects/font/LTR69.3D b/3D GFX/Swapping 3D engine/objects/font/LTR69.3D similarity 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engine/objects/font/LTR77.3D b/3D GFX/Swapping 3D engine/objects/font/LTR77.3D similarity index 100% rename from Graphics/3D/Swapping 3D engine/objects/font/LTR77.3D rename to 3D GFX/Swapping 3D engine/objects/font/LTR77.3D diff --git a/Graphics/3D/Swapping 3D engine/objects/font/LTR78.3D b/3D GFX/Swapping 3D engine/objects/font/LTR78.3D similarity index 100% rename from Graphics/3D/Swapping 3D engine/objects/font/LTR78.3D rename to 3D GFX/Swapping 3D engine/objects/font/LTR78.3D diff --git a/Graphics/3D/Swapping 3D engine/objects/font/LTR79.3D b/3D GFX/Swapping 3D engine/objects/font/LTR79.3D similarity index 100% rename from Graphics/3D/Swapping 3D engine/objects/font/LTR79.3D rename to 3D GFX/Swapping 3D engine/objects/font/LTR79.3D diff --git a/Graphics/3D/Swapping 3D engine/objects/font/LTR80.3D b/3D GFX/Swapping 3D engine/objects/font/LTR80.3D similarity index 100% rename from Graphics/3D/Swapping 3D engine/objects/font/LTR80.3D rename to 3D GFX/Swapping 3D 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engine/objects/font/LTR99.3D diff --git a/Graphics/3D/Swapping 3D engine/objects/font/mk3dfont.bas b/3D GFX/Swapping 3D engine/objects/font/mk3dfont.bas similarity index 100% rename from Graphics/3D/Swapping 3D engine/objects/font/mk3dfont.bas rename to 3D GFX/Swapping 3D engine/objects/font/mk3dfont.bas diff --git a/Graphics/3D/Swapping 3D engine/qbext.com b/3D GFX/Swapping 3D engine/qbext.com similarity index 100% rename from Graphics/3D/Swapping 3D engine/qbext.com rename to 3D GFX/Swapping 3D engine/qbext.com diff --git a/Graphics/3D/Swapping 3D engine/run.bat b/3D GFX/Swapping 3D engine/run.bat similarity index 100% rename from Graphics/3D/Swapping 3D engine/run.bat rename to 3D GFX/Swapping 3D engine/run.bat diff --git a/Graphics/3D/Universe explorer/1.png b/3D GFX/Universe explorer/1.png similarity index 100% rename from Graphics/3D/Universe explorer/1.png rename to 3D GFX/Universe explorer/1.png diff --git a/Graphics/3D/Universe explorer/2.png b/3D GFX/Universe explorer/2.png 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a/Graphics/3D/Universe explorer/run.bat b/3D GFX/Universe explorer/run.bat similarity index 100% rename from Graphics/3D/Universe explorer/run.bat rename to 3D GFX/Universe explorer/run.bat diff --git a/Graphics/3D/bouncing cubes.bas b/3D GFX/bouncing cubes.bas similarity index 100% rename from Graphics/3D/bouncing cubes.bas rename to 3D GFX/bouncing cubes.bas diff --git a/Graphics/3D/bouncing cubes.webm b/3D GFX/bouncing cubes.webm similarity index 100% rename from Graphics/3D/bouncing cubes.webm rename to 3D GFX/bouncing cubes.webm diff --git a/Graphics/3D/font.dat b/3D GFX/font.dat similarity index 100% rename from Graphics/3D/font.dat rename to 3D GFX/font.dat diff --git a/Graphics/3D/gravity particles.bas b/3D GFX/gravity particles.bas similarity index 100% rename from Graphics/3D/gravity particles.bas rename to 3D GFX/gravity particles.bas diff --git a/Graphics/3D/gravity particles.webm b/3D GFX/gravity particles.webm similarity index 100% rename from Graphics/3D/gravity particles.webm rename to 3D GFX/gravity particles.webm diff --git a/Graphics/3D/matrix math.bas b/3D GFX/matrix math.bas similarity index 100% rename from Graphics/3D/matrix math.bas rename to 3D GFX/matrix math.bas diff --git a/Graphics/3D/matrix math.webm b/3D GFX/matrix math.webm similarity index 100% rename from Graphics/3D/matrix math.webm rename to 3D GFX/matrix math.webm diff --git a/Graphics/3D/rocket simulator.bas b/3D GFX/rocket simulator.bas similarity index 100% rename from Graphics/3D/rocket simulator.bas rename to 3D GFX/rocket simulator.bas diff --git a/Graphics/3D/rocket simulator.webm b/3D GFX/rocket simulator.webm similarity index 100% rename from Graphics/3D/rocket simulator.webm rename to 3D GFX/rocket simulator.webm diff --git a/Graphics/3D/stars.bas b/3D GFX/stars.bas similarity index 100% rename from Graphics/3D/stars.bas rename to 3D GFX/stars.bas diff --git a/Graphics/3D/stars.webm b/3D GFX/stars.webm similarity index 100% rename from Graphics/3D/stars.webm rename to 3D GFX/stars.webm diff --git a/Graphics/3D/tank on the bridge.bas b/3D GFX/tank on the bridge.bas similarity index 100% rename from Graphics/3D/tank on the bridge.bas rename to 3D GFX/tank on the bridge.bas diff --git a/Graphics/3D/tank on the bridge.webm b/3D GFX/tank on the bridge.webm similarity index 100% rename from Graphics/3D/tank on the bridge.webm rename to 3D GFX/tank on the bridge.webm diff --git a/Graphics/3D/tiled room.bas b/3D GFX/tiled room.bas similarity index 100% rename from Graphics/3D/tiled room.bas rename to 3D GFX/tiled room.bas diff --git a/Graphics/3D/tiled room.webm b/3D GFX/tiled room.webm similarity index 100% rename from Graphics/3D/tiled room.webm rename to 3D GFX/tiled room.webm diff --git a/Graphics/4D engine/index.html b/Miscellaneous/4D engine/index.html similarity index 100% rename from Graphics/4D engine/index.html rename to Miscellaneous/4D engine/index.html diff --git a/Graphics/4D engine/qeng.bas b/Miscellaneous/4D engine/qeng.bas similarity index 100% rename from Graphics/4D engine/qeng.bas rename to Miscellaneous/4D engine/qeng.bas diff --git a/Graphics/4D engine/sshot.png b/Miscellaneous/4D engine/sshot.png similarity index 100% rename from Graphics/4D engine/sshot.png rename to Miscellaneous/4D engine/sshot.png diff --git a/index.org b/index.org index ad6ad62..df128bc 100644 --- a/index.org +++ b/index.org @@ -28,110 +28,89 @@ #+end_export -* Applications -This collection contains lots of toy applications: +* Overview +This collection contains lots of applications: -- Games. -- Graphics tests (2D/3D/4D). -- Algorithms tests. -- Utilities. +- [[id:3587240c-1d50-478d-b850-04ebc8dc63c7][Miscellaneous]] +- [[id:ebafd8a3-54d4-4834-a03d-a942b535a82f][2D Graphics]] +- [[id:63fd5d58-9bce-4c0a-99d4-ed2d025258f0][3D Graphics]] +- [[id:aa195f33-6d69-48ff-9af5-3f761a51dcb2][Games]] -I wrote those applications mostly more than 20 years ago, mostly in -QBasic. Because programs are old, coding style and commenting was -often times bad. I'm now using artificial intelligence to revive and -modernize them one by one. +I wrote them at around year 2000, mostly in QBasic. -Few examples: - -** Checkers - -Play checkers against the computer with any board size and any amount -of caps. Does thinking by recursively testing many possible scenarios -with any depth. - -Since it is slow QBasic implementation, it isn't practical to play -with many caps or big thinking depth, for reasonable responce time. +* 2D GFX +:PROPERTIES: +:ID: ebafd8a3-54d4-4834-a03d-a942b535a82f +:END: +** Fractals -[[file:Games/Checkers 2/checkers2.bas][Source code]] +*Fractal of circles* #+attr_html: :class responsive-img #+attr_latex: :width 1000px -[[file:Games/Checkers 2/checkers2.bas][file:Games/Checkers%202/screenshot.png]] +[[file:2D GFX/Fractals/fractal circles.bas][file:2D%20GFX/Fractals/fractal%20circles.png]] -** 2D graphics demos and animations +[[file:2D%20GFX/Fractals/fractal%20circles.bas][Source code]] -Collection of various 2D animations. Good for demonstrating various -algorithms and getting fun looking results quite easily. +*Fractal of squares* #+begin_export html - +
- +
#+end_export -[[file:Graphics/index.html][Read more]] - -** Multiplayer game of worms +[[file:2D%20GFX/Fractals/fractal%20squares.bas][Source code]] -Game supports up to 5 players. Any amount of those players can be AI -controlled. Game has multiple levels. After worms have eaten certain -amount of fruits, game advances to the next level. Each worm has -limited amount of lives. When worm runs into the wall or another worm, -it loses one life. +*Fractal of trees* #+begin_export html
-
#+end_export -[[file:Games/Worm/worm.bas][Source code]] +[[file:Fractals/fractal trees.bas][Source code]] -Levels are stored in [[https://www2.svjatoslav.eu/gitweb/?p=qbasicapps.git;a=tree;f=Games/Worm;h=644d30adafb2621f34f6d2f3e43e026084092f60;hb=HEAD]['lvl' files]] that are directly editable using text -editor. +** Spiral series -** Fractals +Small collection of programs that are result of exploratory +programming, for fun. It started out from drawing spiral on the +screen. Every iteration built upon previous result. -*Fractal of circles* #+attr_html: :class responsive-img #+attr_latex: :width 1000px -[[file:Fractals/fractal circles.bas][file:Fractals/fractal%20circles.png]] - -[[file:Fractals/fractal circles.bas][Source code]] - -*Fractal of squares* +[[file:Graphics/Spirals/index.html][file:Graphics/Spirals/logo.png]] -#+begin_export html -
- -
-#+end_export +[[file:Graphics/Spirals/index.html][Read more]] -[[file:Fractals/fractal squares.bas][Source code]] +** Animations -*Fractal of trees* +Collection of various 2D animations. Good for demonstrating various +algorithms and getting fun looking results quite easily. #+begin_export html -
-
+ #+end_export -[[file:Fractals/fractal trees.bas][Source code]] +[[file:Graphics/index.html][Read more]] +* 3D GFX +:PROPERTIES: +:ID: 63fd5d58-9bce-4c0a-99d4-ed2d025258f0 +:END: ** 3D Synthezier Parses scene definition language and creates 3D world based on @@ -151,20 +130,53 @@ See directory: [[file:Graphics/3D/3D Synthezier/doc/index.html][Read more]] -** Spiral series +* Misc +:PROPERTIES: +:ID: 3587240c-1d50-478d-b850-04ebc8dc63c7 +:END: +* Games +:PROPERTIES: +:ID: aa195f33-6d69-48ff-9af5-3f761a51dcb2 +:END: +** Multiplayer game of worms -Small collection of programs that are result of exploratory -programming, for fun. It started out from drawing spiral on the -screen. Every iteration built upon previous result. +Game supports up to 5 players. Any amount of those players can be AI +controlled. Game has multiple levels. After worms have eaten certain +amount of fruits, game advances to the next level. Each worm has +limited amount of lives. When worm runs into the wall or another worm, +it loses one life. +#+begin_export html +
+ +
+#+end_export + +[[file:Games/Worm/worm.bas][Source code]] + +Levels are stored in [[https://www2.svjatoslav.eu/gitweb/?p=qbasicapps.git;a=tree;f=Games/Worm;h=644d30adafb2621f34f6d2f3e43e026084092f60;hb=HEAD]['lvl' files]] that are directly editable using text +editor. + +** Checkers + +Play checkers against the computer with any board size and any amount +of caps. Does thinking by recursively testing many possible scenarios +with any depth. + +Since it is slow QBasic implementation, it isn't practical to play +with many caps or big thinking depth, for reasonable responce time. + +[[file:Games/Checkers 2/checkers2.bas][Source code]] #+attr_html: :class responsive-img #+attr_latex: :width 1000px -[[file:Graphics/Spirals/index.html][file:Graphics/Spirals/logo.png]] - -[[file:Graphics/Spirals/index.html][Read more]] +[[file:Games/Checkers 2/checkers2.bas][file:Games/Checkers%202/screenshot.png]] -* Getting the source code +* Download +** Getting the source code Programs author is Svjatoslav Agejenko - Homepage: https://svjatoslav.eu (See also [[https://www.svjatoslav.eu/projects/][other software projects]].) @@ -178,7 +190,7 @@ Zero (CC0) license.* - You can clone Git repository using git: : git clone https://www3.svjatoslav.eu/git/qbasicapps.git -* Installation and Usage +** Installation and Usage There are various ways to run legacy QBasic applications under Debian GNU/Linux: @@ -196,7 +208,7 @@ default. QuickBasic is more capable but must be obtained separately. - [[id:97ea6094-ade6-4c7d-aea9-9874acf9dc86][DOSBox + MS BASIC]] :: Easy to install and good compatibility. -** DOSBox + MS BASIC +*** DOSBox + MS BASIC :PROPERTIES: :ID: 97ea6094-ade6-4c7d-aea9-9874acf9dc86 :END: @@ -251,11 +263,11 @@ Commander installed: └── VC.INI #+end_example -** DOSBox usage tips +*** DOSBox usage tips :PROPERTIES: :ID: 13c7d873-f1aa-4061-88ac-dc9e43c6303d :END: -*** How to change keyboard layout to Dvorak +**** How to change keyboard layout to Dvorak In case you want to use Dvorak keyboard layout and DOSBox fails to auto-apply it, here is how you can set it manually: @@ -269,7 +281,7 @@ auto-apply it, here is how you can set it manually: 3. Save the changes and restart DOSBox for the configuration to take effect. -*** Increase window size +**** Increase window size If you have big high-resolution screen, by default DOSBox window could appear small. To make it bigger: @@ -287,14 +299,14 @@ appear small. To make it bigger: 4. If scaling did not work, set output to opengl: : output=opengl -*** Exit mouse capture +**** Exit mouse capture DOSBox detects when a game uses mouse control. When you click on the screen, it should get locked (confined to the DOSBox window) and work. To release mouse lock, press: : CTRL-F10 -*** Increase CPU speed for better animation smoothness +**** Increase CPU speed for better animation smoothness Many applications benefit from as fast CPU as possible. Games and animations that require limited frames per second always have their @@ -317,7 +329,7 @@ This is how I accomplished it in DOSBox: 3. Save the changes and restart DOSBox for the configuration to take effect. -* See also +** See also - Programs found in the March 1975 3rd printing of David Ahl's 101 BASIC Computer Games, published by Digital Equipment Corp: -- 2.20.1