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3d basics by Synergist /code/3d/docs/3dbasics.zip
| 10 Jan 1997 (catalog date)
2,745 bytes
| Download FTP scene.org
| Rating:
| Some basic 3d documentation - I'd never want to tell someone that this doc is a good place to start. The person writing this has no concept of structures, which severely ease the programming of complex things such as 3d systems.
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3D Coding tutorial by Ica of Hubris /code/3d/docs/3dica221.zip
| 30 Jun 1998 (catalog date)
422,704 bytes
| Download FTP scene.org
| Rating:
| This tutorial is very easy to understand and describes everything you need to know like the mathematical basics, the different kind of polyfillers, shading methods, camera movement, sorting and backface culling and much much more. A must-have for every 3d coder! Text
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Zed 3D by Zed /code/3d/docs/zed3d095.zip
| 19 Jan 1998 (catalog date)
697,450 bytes
| Download FTP scene.org
| Rating:
| Zed 3d - a document explaining the maths you'll need for 3d. Word and postscript formats of the same file. Zed has an attention to detail and a great way to explain all the math. I highly recommend this to anyone starting to make a 3d engine who doesn't know where to start (start with the math, not the polygon fillers, believe me! the fillers are trivial in comparison). See the bibliography for where to go next.
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Midas v1.11 by Sahara Surfers /code/audio/players/midas111.zip
| 17 Jan 1999 (catalog date)
1,981,785 bytes
| Download FTP scene.org
| Rating:
| This version fixes some bugs in the 1.1 version, which was really necessary because some demos who used that version really sounded bad on a gus, so make sure you use this version, and not an older one!
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Tnt's Mod Player by ByteRaver of TNT, NO-ID /code/audio/players/tnt-mp11.zip
| 10 Jun 1998 (catalog date)
306,622 bytes
| Download FTP scene.org
| | This is a .MOD, .WOW player for DOS or a W95 DOS BOX. It supports the GUS and SoundBlaster. Features are interpolative mixing routines (stereo with panning effects), 5 octaves, 1 to 32 channels, _ALL_ MOD types supported, very powerful .MOD loader, MIDAS-alike setup. full pascal and asm source is included. Info about programming mixing routines is included, too.
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Hell source by Tran /code/demosrc/demos/hellsrc.zip
| 10 Jan 1997 (catalog date)
62,331 bytes
| Download FTP scene.org
| Rating:
| Source for Tran's demo Hell - Like most of Tran's released source, it makes a good example, but is difficult for people to read unless you've already done something similarly complex.
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Phro source by Phred of OTM /code/demosrc/demos/phro.zip
| 10 Jan 1997 (catalog date)
294,474 bytes
| Download FTP scene.org
| Rating:
| Source for a demo with texture mapping, space cut, motion blur, a tunnel, and texture warping - All pascal with inline assembler. Good source, but no comments.
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Gallery Source by ARM of Iguana /code/effects/doom/gallery.zip
| 10 Jan 1997 (catalog date)
593,716 bytes
| Download FTP scene.org
| Rating:
| Source to Iguana's gallery scene from Inconexia (a doom clone) - Nice code, but low accuracy on the maths. Cool pictures, but I saw them the first time, when they were in the Prado. :) I always thought that there should have been an Easter Egg for May 3rd. Run subdirs.exe to get the full source.
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Tom's Plasma by Tom Dibble /code/effects/plasma/tplas11.zip
| 10 Jan 1997 (catalog date)
139,950 bytes
| Download FTP scene.org
| Rating:
| Decent plasma example - Has some "fractal clouds" code too. Needs a random number generator of it's own so that there isn't the huge data file of mostly random numbers that goes along with it.
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Virtual File System by Dark Fiber /code/fileutil/ilfs202b.zip
| 17 Jan 1999 (catalog date)
110,874 bytes
| Download FTP scene.org
| Rating:
| For Watcom C and DOS32 Assembler. Puts all your datafiles in one big file. Does not compress the data, and you have to do too many things by yourself that could have been done by the library.
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ASCII ART Lib by Jan Hubicka /code/utils/graphics/aalib10.zip
| 19 Jan 1998 (catalog date)
133,184 bytes
| Download FTP scene.org
| Rating:
| Ascii Art Renderer. Do not kill yourself trying to understand the code (no comments at all, and fairly complex code). Bonus points for the concept. This is FUNKY and fun to play with. (TMDC anyone? might be useful to figure out how to go from a graphical image to ASCII)
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