Search for "ec": 1686 matches(displaying first 250)

3d math by Lithium of VLA
/code/3d/docs/3d_math.zip
10 Jan 1997 (catalog date)
11,835 bytes
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Explanations of some 3d math concepts - I remember not getting the 3d rotations working correctly when I first started programming, but I'm not sure if that's my fault or the fault of the doc. Most of the docs are some simple linear algebra. They spell out the equations in the end for those who can't completely understand them.

Zed 3D by Zed
/code/3d/docs/zed3d060.zip
10 Jan 1997 (catalog date)
357,811 bytes
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A comprehensive doc on many aspects of 3d math and programming - Designed for those comfortable with math. It spells out the math concepts needed and shows their application, but by no means spoon feeds the information to you.

Zed 3D by Zed
/code/3d/docs/zed3d095.zip
19 Jan 1998 (catalog date)
697,450 bytes
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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.

3d vectors by John McCarthy
/code/3d/systems/3dvect39.zip
10 Jan 1997 (catalog date)
382,175 bytes
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A complete 3d vector system - No complex shading, but has a full camera model, gif loader, object loader, etc, etc... Takes some time to figure out.

Panard Vision Realtime 3d Engine 0.98 by SMKaribou of GMF
/code/3d/systems/gmfpv98w.zip
25 Apr 1998 (catalog date)
3,360,072 bytes
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Full Featured Free 3D Engine SDK. Support for hardware (glide, direct3d, opengl) and software rendering. Requires DX5.

Rotating 3d escher-knot by Oliver Nash
/code/3d/systems/gsescher.zip
30 Jun 1998 (catalog date)
19,895 bytes
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Rating:
The author says he appreciates a mention when you "steal" his formula, but "his" formula was already used on the amiga a long time ago. It might be useful downloading though if you're a starting 3d coder because the flatshaded 3d engine is very easy to understand. C

Real-Time Environment Mapping Tutorial by Frenzy
/code/3d/trifill/envmap/envmap.doc
05 Oct 1996 (catalog date)
4,169 bytes
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Somewhat incorrect document. Parts are right, others wrong.

Gouraud filler by Cazz
/code/3d/trifill/gouraud/cazzgour.zip
19 Jan 1998 (catalog date)
65,361 bytes
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Gouraud filler and some code for rendering an object. Incorrect x clipping. PI = 3.14159265 *3* 58979323... (you only need the first 5-7 digits anyway...)

Gouraud shader source by Jedi of Sector One
/code/3d/trifill/gouraud/ggouro2.zip
10 Jan 1997 (catalog date)
66,612 bytes
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Source for a gouraud filler, requires GEMA to compile - Needs GEMA. No useful comments. For TASM and MASM users, remember that GEMA's nmenonics are operation source, destination.

Gouraud Shading by Tumblin of Bodies In Motion
/code/3d/trifill/gouraud/gvector2.zip
08 Jul 1997 (catalog date)
73,071 bytes
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Phong Illumination Model by FAC of Delabu Alama
/code/3d/trifill/phong/facphong.zip
02 Jun 1998 (catalog date)
32,754 bytes
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How to use the phong model to make nice palettes you can use in lots of effects, like 3D shading, fire, particles, hicolor shading, and plasmas. Includes a cool example program to play with.

Fake Perspective Correct Texture Mapping by FAC of Delabu Alama
/code/3d/trifill/texmap/facmap.zip
04 Jun 1998 (catalog date)
43,816 bytes
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How to do fake perspective correct texture mapping WITHOUT changing your current texture mapper function.

Texture Map by Robert Schmidt of Ztiff Zox Softwear
/code/3d/trifill/texmap/textmap.zip
08 Jun 1997 (catalog date)
11,172 bytes
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Document on how to map a 2D texture onto a 3D parallellogram. Useful to understand the mathematics behind texture mapping, but too slow for a decent realtime implementation.

3D Studio Script To Convert Objects
/code/3ds/unaim3d.zip
06 Oct 1996 (catalog date)
2,777 bytes
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GUS Environment by Patch
/code/audio/detect/gusenv.zip
10 Jan 1997 (catalog date)
1,481 bytes
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Rating:
Grabs the Ultrasnd environment for you - Good for those who don't know how to find an environment variable, but it doesn't tell you much. It may give you a place to start.

GUS Revision by data
/code/audio/detect/gusrev02.zip
10 Jan 1997 (catalog date)
13,044 bytes
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GUS revision detector v0.2b - Isn't this in the manual that comes with the GUS, or somewhere on the board? No code.

oplid by ? of Audiotrix
/code/audio/detect/oplid.zip
11 Jan 1997 (catalog date)
31,180 bytes
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Detects what type of OPL chip is on your sound card - An ad for audiotrix more than anything else. No code. It looks like there should be more files in the archive than there are.

DMF Module Format Specifications by Code-X of Delusion
/code/audio/docs/dmfinfo.zip
21 Jan 1998 (catalog date)
29,524 bytes
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F. mod docs by Firelight
/code/audio/docs/fmoddoc.zip
10 Jan 1997 (catalog date)
83,795 bytes
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Firelight's mod format description - The perfect text file for someone who is writing a mod player especially first timers. Assumes knowledge of programming and doesn't cover details of sound card specific issues, like setting up a DMA transfer or initializing the sound card.

MOD Format Specifications by Ian Tweedie
/code/audio/docs/modform.zip
21 Jan 1998 (catalog date)
5,923 bytes
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Protracker Studio 16 Module Format Specifications by CyberStrike of Renaissance
/code/audio/docs/ps16form.zip
21 Jan 1998 (catalog date)
14,375 bytes
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Rating:

PTM PolyTracker Format Specifications by JAL of Nostalgia
/code/audio/docs/ptmform.zip
21 Jan 1998 (catalog date)
8,329 bytes
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Bells, Whistles, and Sound Boards by Lee Schlunder
/code/audio/players/bwsb120a.zip
10 Jan 1997 (catalog date)
326,365 bytes
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Rating:
A Music player library - Interfaces from Pascal. Has support for a few formats and a decent variety of sound cards.

Bells, Whistles, and Sound Boards by Lee Schlunder
/code/audio/players/bwsb120b.zip
10 Jan 1997 (catalog date)
517,142 bytes
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Rating:
A Music player library - Interfaces from Pascal. Has support for a few formats and a decent variety of sound cards.

Jorian Mod Player by Nathan Hand
/code/audio/players/jmp.zip
10 Jan 1997 (catalog date)
4,332 bytes
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Rating:
Crap Mod Player - Give this man a pointer! Doesn't parse any of the effects either. Oh yeah, globals abound.

Midas Expander by Wataru Ishida
/code/audio/players/mdfx.zip
17 Jan 1999 (catalog date)
20,377 bytes
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Rating:
Adds some extra effects to the Midas player.

Midas v1.11 by Sahara Surfers
/code/audio/players/midas111.zip
17 Jan 1999 (catalog date)
1,981,785 bytes
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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!

MikMod 0.30 by MikMak
/code/audio/players/mikdx030.zip
01 Jul 1997 (catalog date)
282,898 bytes
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Rating:
A mod player for use with Direct Sound. Judging by MikIT, the player is nice. I prefer MikIT to mod4win. Give this a shot if you're doing windows sound coding.

Platinum Play by TechnoMaestro
/code/audio/players/pp3src.zip
11 Jan 1997 (catalog date)
247,758 bytes
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Rating:
Source for a mod player - Doesn't support GUS nor XM.

Sound Deluxe System 5.04 by Maple Leaf
/code/audio/players/sds504.zip
17 Jan 1999 (catalog date)
603,983 bytes
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Rating:
This player supports a lot of different module formats, but the GUS support seems to have a bug because I hear nothing, while it works great on my Soundblaster Pro. It supports a lot of different languages, including Turbo Basic!

StarPlayer by Jedi of Oxygen
/code/audio/players/sp-code.zip
25 Aug 1997 (catalog date)
125,394 bytes
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A mod/s3m player with source. THIS is the player you want to pick up if you're doing a 100% asm intro with Tran's pmode v2.xx and need SB support. It's easily tweakable to play your tune from memory, though the code given loads from disk. If you don't need SB support, also check out Robban's GUSPlay.

Tnt's Mod Player by ByteRaver of TNT, NO-ID
/code/audio/players/tnt-mp11.zip
10 Jun 1998 (catalog date)
306,622 bytes
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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.

Module Detector by Harald Zappe
/code/audio/utils/detect.zip
26 Feb 1998 (catalog date)
6,894 bytes
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Determines the module type of any file. Module types invented after 1994 are not supported.

Aplib V0.12b by Jibz
/code/compress/aplib012.zip
04 May 1998 (catalog date)
57,733 bytes
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Compression library based on aPACK. Good compression ratios and fast decompression. Very easy to use. Supports 32bit Watcom and DJGPP.

EXE Encrypter by Eclipse
/code/compress/crypt121.zip
26 Feb 1998 (catalog date)
12,773 bytes
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Rating:
Protects your exe files against debuggers.

LZ asm sources by Tom Pfau
/code/compress/lz_asm.zip
19 Oct 1996 (catalog date)
9,566 bytes
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Rating:
lz compression/decompression, good for a .gif viewer, macro library

Black Ice source by Sinbad
/code/demosrc/bbsintro/blacdemo.zip
10 Jan 1997 (catalog date)
432,910 bytes
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Sources for a large BBS intro with a scrollie, fire, and a zoomer - Comments for the effects, recompiles easily. Shows influences from Mental Surgery, mainly in the sound code. Old effects, but recent code.

Divine BBS addy source by Dawn of New Age
/code/demosrc/bbsintro/dna_dsrc.zip
30 Jun 1998 (catalog date)
21,201 bytes
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Contains a nice vertical voxel bar effect. Assembler

Kukoo2 source by Type One of TFL-TDV
/code/demosrc/bbsintro/kuk2src.zip
10 Jan 1997 (catalog date)
159,048 bytes
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Source for the second part of kukoo2 (A BBS ad) with multiple parallax-esque scrollers - Refuses to recompile for me, though it looks as if it should. I didn't try MASM though.

42 Source by Maniac of LBA
/code/demosrc/bbsintro/lba42src.zip
26 Jun 1997 (catalog date)
10,213 bytes
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BBS ad with a scroller and a lighting-esque effect. Both an asm and Pascal version compile, though the pascal version looks like nothing more than a rewrite of the asm code in Pascal's inline syntax. Few comments.

Micaco BBS ad source by Chc
/code/demosrc/bbsintro/micsrc41.zip
10 Jan 1997 (catalog date)
190,207 bytes
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Source for a BBS ad with an environment mapped object - It's all asm source, but you need Watcom to compile it. Comes with an extra ASC file format converter. All comments are in Spanish though there's a (shorter) Enlish readme file. Knowing Spanish is very useful for these sources as the comments are good.

Squid source by tlc, The Doctor
/code/demosrc/bbsintro/sqd1_src.zip
10 Jan 1997 (catalog date)
21,591 bytes
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Source for a BBS loader with copper bars, a scrollie, altered text characters, and an adlib player - Copious comments and tight source. They even do checks for the proper equipment, i.e. VGA and a 386. Comes with docs on programming the adlib and SB fm chips. Comments are in Portuguese.

Boardz source by Vulture
/code/demosrc/bbsintro/vga-vul1.zip
10 Jan 1997 (catalog date)
11,913 bytes
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Source for a BBS loader with a star field and scrollie - I never thought I'd give this high a rating for source to a BBS loader, but I figure there's got to be some way for people to know what to look for. The source is beautiful and there are more comments than there are lines of source! *Perfect* for the beginner, though not a tutorial.

Amnesia Vector source by Tran of Renaissance
/code/demosrc/demos/as.zip
10 Jan 1997 (catalog date)
7,047 bytes
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The sources for the temple vector part of Amnesia - Sparce comments. Tight code, but probably only understandable by those who have written atleast a simple vector system and familiar with pmode. Certainly good code, but I question its usefulness to those who read it.

Bytes & Kisses source by Jeff Lawson of JL Enterprise
/code/demosrc/demos/bkisssrc.zip
10 Jan 1997 (catalog date)
513,669 bytes
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Sources for a demo with a scrollie, plasma, shadebobs, tunnel, bitmap rotation and stretching, and cool credits - Nice comments, but not precompiled. add /misc.!!! to your path and be sure to have pklite somewhere in your path. Go through each directory and use Borland's make on all the targets of each make file. Then make bytekiss.exe from /. Nice demo for its time, but frightfully boring except on Valentine's day. :)

Byte B4 Christmas source by Jeff Lawson of JL Enterprise
/code/demosrc/demos/byte-src.zip
10 Jan 1997 (catalog date)
560,382 bytes
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Sources for a demo with snowflakes, fire, and some text writers - Nice comments, but not precompiled. add /misc.!!! to your path and be sure to have pklite somewhere in your path. Go through each directory and use Borland's make on all the targets of each make file. Then make bytekiss.exe from /. Nice demo for its time, but frightfully boring except on Christmas Eve :)

Copper Faked source by The Faker of Aardvark
/code/demosrc/demos/cfsource.zip
10 Jan 1997 (catalog date)
146,977 bytes
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Sources for Copper Faked - Barren on comments and not precompiled.

Fake demo source by Pelusa
/code/demosrc/demos/fakedemo.zip
10 Jan 1997 (catalog date)
335,424 bytes
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Sources for a demo with a sinus waver, wormhole, rotating landscape, fire, scrollie, shadebobs, lens, mandelbrot set zoomer - Comments for proceedures, many parts, lots to look over. Clean code too. (old cheesy necros music. :)

Inconexia sources by JCAB, JARE of Iguana
/code/demosrc/demos/incosrc.zip
10 Jan 1997 (catalog date)
242,043 bytes
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A collection of sources from Inconexia - A collection of effects. Get gallery.zip for the museum part which the .txt file says won't be released. :)

Source of Mayhem by Incognita
/code/demosrc/demos/mayhmsrc.zip
17 Jan 1999 (catalog date)
276,437 bytes
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No documentation, but it contains some modern effects like metaballs and realtime raytracing.

Source to Obscene by Cass, Terminus
/code/demosrc/demos/obsc_src.zip
17 Jan 1999 (catalog date)
259,846 bytes
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Dated effects, only useful for beginners.

One Night Stand source by Quantum Porcupine
/code/demosrc/demos/onesrc.zip
10 Jan 1997 (catalog date)
128,436 bytes
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Source for a demo with mostly tunnel effects - Inline asm, no comments.

VGAless source by Quantum Porcupine
/code/demosrc/demos/src_less.zip
10 Jan 1997 (catalog date)
10,853 bytes
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Source for a 8086/CGA demo - Nifty that the demo runs on an 8086. The source won't recompile. One file without comments.

1k source by Frenzy of SparC
/code/demosrc/intros/1k_sourc.zip
18 Mar 1997 (catalog date)
11,052 bytes
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source to a 1k intro (911 bytes). Easy to follow code, but it's ideal you understand it all in the first place. Odd use of fpu (uses lots of fi[blah] instructions... why not take advantage of extra precision?)

bits'93 source by David Hedley
/code/demosrc/intros/bits93.zip
10 Jan 1997 (catalog date)
34,416 bytes
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Sources for an intro with a bouncing lens and a sinus scroller - Few comments. Shows influences from Mental Surgery, mainly in the interrupt routines. Old sources (1993), good timing of effects.

Chaos 4k intro source by Codex
/code/demosrc/intros/chaos4k1.zip
10 Jan 1997 (catalog date)
14,345 bytes
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Sources for a 4k intro with static, sinus scrollie, vector cube, and some other stuff - No comments or description. Rather non-standard C at that, but I wonder how else a 4k intro would be made in C. Good for the curious.

Chaos source by Mrock of Hellcore
/code/demosrc/intros/chaossrc.zip
19 Jan 1998 (catalog date)
30,532 bytes
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Source for a tunnel effect with an adlib player. Different from chaos4k1.zip. Fairly nice code, some useful comments... very average.

Fuzzy by INSane of WHo KNoWs?
/code/demosrc/intros/fuzzy.zip
02 Jul 1997 (catalog date)
30,156 bytes
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A simple intro. A one effect intro with the 'dune' effect. I'm not sure what people call it.

fysx by Jinesra
/code/demosrc/intros/fysx.zip
19 Jan 1998 (catalog date)
1,438 bytes
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A 256 byte intro with dual scrollers and fire-esque effect.

4k or Less source by Dr. Doom of Paranoids
/code/demosrc/intros/less_src.zip
10 Jan 1997 (catalog date)
28,618 bytes
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Source for a 4k intro with bitmap morphing and a simple landscape effect - 4k intros generally have more to them.

Maximum by Bear of Sinope
/code/demosrc/intros/maximum.zip
01 Jul 1997 (catalog date)
20,172 bytes
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Source for an effect full 4k intro. I can't tell what language most of the comments are in. The 100% register gouraud shaded texture innerloop is particularly clever.

Seasick source by Draeden of VLA
/code/demosrc/intros/sea_code.zip
10 Jan 1997 (catalog date)
33,542 bytes
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Source for an intro with a reflecting scrollie and text writer - Old source, but well constructed. Great for those who just know asm, but don't know how to put something complete together using just asm.

Shorty 4kb Source by The Clan
/code/demosrc/intros/shorty.zip
17 Jan 1999 (catalog date)
145,990 bytes
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Source for a 4kb intro containing a tunnel and some gouraud shaded and texturemapped 3d vectors.

Snow Effects by Natas of Lithium
/code/demosrc/intros/snowtro.zip
29 May 1997 (catalog date)
65,044 bytes
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Ugly, I have seen much better snow effects. This looks more like a buggy diagonal starfield.

Textro 3D Vectors by OTM
/code/demosrc/intros/textvec.zip
11 Apr 1997 (catalog date)
23,128 bytes
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Virtual Lame source by Paradise
/code/demosrc/intros/virtlame.zip
10 Jan 1997 (catalog date)
176,796 bytes
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Rating:
Source for an intro with a text writer/fader and "supposedly" vector balls and skulls - Title speaks for itself.

Injection music disk source by Orthodox of Red Power
/code/demosrc/musdisks/rpinjsrf.zip
10 Jan 1997 (catalog date)
193,146 bytes
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Source for a music disk with a midas interface. - The version of midas used with this music disk is included. Rather simple code for anyone wanting to use a good music play from within Pascal.

Assembler Laboratory V1.3 Beta 1 by Kurt Groenbech a.k.a. Rib of Talent, Xenon
/code/editors/alab13b1.zip
24 Aug 1998 (catalog date)
322,386 bytes
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A very good assembler and Watcom C IDE with a lot of very useful features.

Assembler Laboratory v1.2 by Kurt Inge Groenbech
/code/editors/alabv12.zip
26 Feb 1998 (catalog date)
185,153 bytes
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A very good development environment that includes a very good editor with syntax highlighting.

Sine Creator by Zyric
/code/editors/sc10f.zip
26 Feb 1998 (catalog date)
45,053 bytes
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Rating:
Mouse driven utility to create nice sine curves to use for your demo effects.

Textmode Texture Mapping,Plasma, and 3D by Joker of Crusaders
/code/effects/3d/3dtext.zip
05 Oct 1996 (catalog date)
12,720 bytes
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Rating:

2D and 3D Rotation by Ash of NLB/BD
/code/effects/3d/bd-2d3d.zip
25 Aug 1997 (catalog date)
12,550 bytes
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Rating:
Not the best way to implement rotation.

3D Tutorial v1.8 by fh of GODS
/code/effects/3d/fh-3dt18.zip
06 Oct 1996 (catalog date)
25,489 bytes
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Rating:
Useless. Very poor way of making a 3d system. 100% hard coded objects, non-portable slow code.

3D Engine by Voltaire of OTM
/code/effects/3d/otm3d095.zip
01 Dec 1997 (catalog date)
254,469 bytes
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Rating:
Supports lambert and gouraud shading.

2D Rotation by Draeden of VLA
/code/effects/3d/rotate.zip
25 Aug 1997 (catalog date)
7,790 bytes
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Rating:
A clear explanation, but it doesn't explain how to do matrix rotation.

3D Rotation by Draeden of VLA
/code/effects/3d/rotate3d.zip
25 Aug 1997 (catalog date)
35,866 bytes
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A clear explanation, but it doesn't explain how to do matrix rotation.

Yann's 3d by Yann of Iguana
/code/effects/3d/yanns3d.zip
10 Jan 1997 (catalog date)
84,060 bytes
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Rating:
Source for some random effect - Same effect coded in real mode and with Tran's pmode extender. I can't think of a use for the source.

2d Coloured Bump Mapping by PSX of Future-Shock
/code/effects/bump/2dclbump.zip
24 Apr 1998 (catalog date)
277,086 bytes
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Program to demonstarted Coloured 2D Bump Mapping. Coded in Watcom C.

Bump mapping by PLaSH of Azure
/code/effects/bump/azr_bump.zip
25 Aug 1997 (catalog date)
110,842 bytes
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Rating:
Samples of bumpmapping. No explanation of the effect. Fairly clean code. Several examples so far into the optimization.

Real-Time Phong Bump Mapping Tutorial by Frenzy
/code/effects/bump/bump.doc
05 Oct 1996 (catalog date)
3,877 bytes
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Rating:
Incorrect ideas, it's not done this way.

2d bump mapping by HELiX
/code/effects/bump/bumpsrc.zip
18 Mar 1997 (catalog date)
63,540 bytes
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Rating:
Simple example and explanation of how to do 2d bump mapping. Looks like it was written by a beginner (because of the code optimization, or lack there of), but is fairly nicely commented, which is a big plus!

Bump Map Routine by Ollie of Kalvados
/code/effects/bump/bumptut.zip
19 Jan 1998 (catalog date)
67,998 bytes
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Rating:
Dirty pixels in the light map. Some useful comments.

2D Bumpmapping by T.C.P. of Diabolic Force
/code/effects/bump/tcp_bump.zip
17 Jan 1999 (catalog date)
86,560 bytes
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Rating:
Explains how to do 2d bumpmapping on 256 color pictures.

Gallery Source by ARM of Iguana
/code/effects/doom/gallery.zip
10 Jan 1997 (catalog date)
593,716 bytes
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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.

Texturemapping Tutorial by William D. Doughty
/code/effects/doom/textps.zip
18 Jan 1998 (catalog date)
75,676 bytes
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Rating:
Postscript version. Explains how to make a 3D engine like the one used in Doom.

Texturemapping Tutorial by William D. Doughty
/code/effects/doom/texttext.zip
18 Jan 1998 (catalog date)
9,162 bytes
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Text version. Explains how to make a 3D engine like the one used in Doom. This version does not include any illustrations!

Feedback Effect
/code/effects/feedback/dunesrc.zip
05 Oct 1996 (catalog date)
7,481 bytes
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Rating:
Example from DUNE!.COM - fairly nice (and the only example source I've seen for such a (recently) overused effect).

ASM Fire by LeGeND
/code/effects/fire/asmfire.zip
12 Aug 1997 (catalog date)
2,321 bytes
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Rating:
A fire routine. A little big for a fire effect. Might consider using a random number function.

Asm Fire 2 by Legend
/code/effects/fire/asmfire2.zip
19 Jan 1998 (catalog date)
1,184 bytes
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Rating:
Fire Example. No useful comments and not that impressive looking.

bfire by Blair Harrison
/code/effects/fire/bfire.zip
19 Jan 1998 (catalog date)
6,651 bytes
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Fire Routine. No explanation and horrible optimization. Well, utter lack of optimization, rather.

blaze source by Gopher
/code/effects/fire/blaze.zip
18 Mar 1997 (catalog date)
10,702 bytes
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Rating:
Source and macros for fire routines. For a86 compilation, should be easy to tweak for TASM, but this is nothing special we haven't seen before.

Burning Match by Digimind
/code/effects/fire/bmatch.zip
19 Jun 1998 (catalog date)
3,005 bytes
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314 byte fire example with asm source and executable. Features wood, sulfur and oxygen.

burn by Frank Paxti
/code/effects/fire/burn.zip
10 Jan 1997 (catalog date)
20,165 bytes
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Rating:
A fireroutine - Not your normal fire routine. Looks more real.

Fire by JARE of Iguana
/code/effects/fire/fire_win.zip
10 Jan 1997 (catalog date)
10,716 bytes
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A fire routine under windows - Crawls on my p133. :( Don't bother looking at this unless you've programmed for windows before. You're likely to have a heart attack. :) Requires WinG to run.

Fire code by Kirk A. Baum
/code/effects/fire/firecode.zip
10 Jan 1997 (catalog date)
54,739 bytes
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A simple fire routine - Contains the same fire as that of fire-win.zip but coded in assembler for DOS.

57 Byte Fire Routine by Rex Deathstar of Waterlogic
/code/effects/fire/firetiny.zip
07 Oct 1996 (catalog date)
1,249 bytes
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Yet Another Fire Algorithm by Tanjent
/code/effects/fire/firewall.zip
05 Oct 1996 (catalog date)
8,396 bytes
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Rating:
Poor looking fire, so so code.

128 byte fire by Gaffer of Prometheus
/code/effects/fire/flame128.zip
30 Jun 1998 (catalog date)
2,363 bytes
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Rating:
Assembler

small flame by Gaffer of PRoMETHEUS
/code/effects/fire/flame160.zip
18 Mar 1997 (catalog date)
2,964 bytes
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Rating:
Source for a small fire routine. Doesn't actually work on my computer. To answer a question proposed by the author about size optimization, inc al is bigger than inc ax because intel doesn't have an inc /r8 instruction. inc ax is of the form inc /r16 which compiles to db 40+rw, where rw = 0 for ax, 1 for cx, 2 for dx, 3 for bx, ... inc al is of the form inc r/m8 and compiles to db FE /1 where /1 = c0 for al, c4 for ah, c1 for bl..., 05 for a memory reference.... See an intel document for more details.

184 Byte Fire Routine by Gaffer of Prometheus
/code/effects/fire/flame184.zip
05 Oct 1996 (catalog date)
2,669 bytes
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Rating:
tight code

flames by Errand
/code/effects/fire/flames2.zip
10 Jan 1997 (catalog date)
3,148 bytes
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A simple fire routine - out dated

Fire effect by XtaC of Garbage
/code/effects/fire/gb_wfire.zip
10 Jul 1997 (catalog date)
21,102 bytes
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Rating:
Fire Effect. Yet another fire example.

Kaos Fire by DrKaos of Zero Wait State
/code/effects/fire/kaosfire.zip
24 Apr 1998 (catalog date)
12,991 bytes
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Linefire by Kable
/code/effects/fire/linefire.zip
26 Jun 1997 (catalog date)
26,759 bytes
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Rating:
Mystify your fire. I half expected to hear the FM sounds from Amnesia to kick in. It's only one line with a *much* longer (and blured) tail, but still. Uses a Bresenham's line routine.

Mg-flame by Magnesium
/code/effects/fire/mg_flame.zip
06 Jul 1998 (catalog date)
3,276 bytes
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A Flame effect in only 256-bytes with full assembler source. It even leaves you in DOS with a message. Commented for those wanting to learn 256-byte asm coding. TASM needed.

Nice Fire by Ziron of Alpine
/code/effects/fire/nicefire.zip
17 Jan 1999 (catalog date)
2,334 bytes
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Rating:
Claims to be nicer then any of the other fires around, but there's really nothing special about this fire effect.

Fire by Fantom Cat of Swat Cats
/code/effects/fire/swfire.zip
17 Jan 1999 (catalog date)
6,160 bytes
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Rating:
An original variation of the well-known fire effect.

Matrix Demo by Simon Hern
/code/effects/floor/matrix.zip
08 Jun 1997 (catalog date)
95,834 bytes
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An example of an infinite tiled floor effect like the one used for the floors in doom.

4ge-fractal by CuteELF of 4ge
/code/effects/fractal/4ge-frac.zip
10 Jan 1997 (catalog date)
10,454 bytes
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A fractal zoomer - Has an explanation of how the effect is done, but doesn't say much about the generation of the fractal. Good overall program design and comments.

Chaotic Fractal Screensaver by Magister of Phazix
/code/effects/fractal/mfract.zip
24 Apr 1998 (catalog date)
16,607 bytes
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A screensaver of sorts (plain DOS only, no Windows 95) that zooms into the Mandelbrot set and animates the Julia set. Source code included. Also includes a text file that explains fractals and how to generate them. Text, assembler, protected-mode.

Fractal Trees by Slavinsky of PL
/code/effects/fractal/vaftre.zip
17 Jan 1999 (catalog date)
31,968 bytes
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Explanation of how to make a simple fractal tree.

Spherical Texture Mapping by Keith Sibson
/code/effects/globe/ks_sp.zip
29 Sep 1997 (catalog date)
85,265 bytes
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Dot Vectors by Jare of Iguana
/code/effects/globe/vtglobe.zip
29 Sep 1997 (catalog date)
22,074 bytes
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Dot vectors moving along the surface of a globe.

Circle Interference by Keith of Pixel Magic
/code/effects/interfer/ks_cwarp.zip
21 Sep 1997 (catalog date)
38,975 bytes
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Circle Interference by Kaos of Black Magic
/code/effects/interfer/techfun.zip
21 Sep 1997 (catalog date)
32,451 bytes
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3d Scape by David Hedley
/code/effects/land/3dscape.zip
10 Jan 1997 (catalog date)
22,362 bytes
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Rating:
A dot landscape similar to that at the end of unreal - few comments, and poorly optimized.

Cyber Space 3d by Phantom of Nostalgia
/code/effects/land/cyb3dkit.zip
10 Jan 1997 (catalog date)
31,536 bytes
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A landscape routine with many aspects - No source and a very quick explaination of the ideas and algorithms behind the effect.

Iguana Landscape by JCAB, Jare of Iguana
/code/effects/land/ign_land.zip
10 Jan 1997 (catalog date)
23,458 bytes
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The voxel landscape from Heartquake - No explaination of the effect, non-recompileable. The code is largely dependant on code libraries that the coders have developed and is thus somewhat difficult to follow.

ll_frac by Lord Logics
/code/effects/land/ll_frac.zip
10 Jan 1997 (catalog date)
33,813 bytes
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Rating:
A Fractal landscape generator - Creates a fractal landscape to a .asc file. Looks mostly useless to me with so-so source, but no comments.

ll_land by Lord Logics
/code/effects/land/ll_land2.zip
10 Jan 1997 (catalog date)
147,335 bytes
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Rating:
A landscape routine similar to that at the end of unreal - the xmode routines bug out, but atleast there's an explanation of the effect.

Mars Info by Tim Clarke
/code/effects/land/marsinfo.zip
10 Jan 1997 (catalog date)
2,822 bytes
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Details on the algorithm for the mars intro - Look for mars10.zip for the exe associated with this description.

OTM Voxel by Voltaire of OTM
/code/effects/land/otmvoxel.zip
10 Jan 1997 (catalog date)
187,665 bytes
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Tries to explain what voxels really are - Most people will ignore the difference anyway. :( And this example leaves much to be desired.

rotating landscape by TTT
/code/effects/land/rotscape.zip
10 Jan 1997 (catalog date)
129,844 bytes
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Rating:
A landscape routine similar to that at the end of unreal - Comments only on function names and has a larger executable than need be for this effect. (Lots of tables, i.e. the landscape itself)

voxel by Jeff Bilger
/code/effects/land/voxel.zip
10 Jan 1997 (catalog date)
9,570 bytes
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A voxel example - Doesn't recompile easily, no useful comments nor a description.

voxel by Jeff Bilger
/code/effects/land/voxelg.zip
10 Jan 1997 (catalog date)
9,555 bytes
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A voxel example - Doesn't recompile easily, no useful comments nor a description.

bglass by Konrad Olejnik of K!O
/code/effects/lens/bglass.zip
19 Jan 1998 (catalog date)
50,803 bytes
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Bumped glass routine. For TMT pascal. You might call this a bump map type effect. The difference I'm going to call is that bump map routines alter light intensity while lens routines change your position in a texture map. Interesting way to get the timer! :) For C users, that would be int *time = 0x046C. See a BIOS data reference for further details.

lens by Joey
/code/effects/lens/lens.zip
10 Jan 1997 (catalog date)
10,913 bytes
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Rating:
A doc on how to create a lens - Nice graphic file diagram for the text. It all makes sense to me. Some pseudo pascal code is there too.

lens source by Jeff Lawson
/code/effects/lens/lenssrc.zip
10 Jan 1997 (catalog date)
40,603 bytes
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Some source for the lens effect - includes /code/effect/lens/lens.lzh as it's description of how it works.

lens by Nagy Daniel
/code/effects/lens/lensv10a.zip
10 Jan 1997 (catalog date)
40,337 bytes
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Source for a lens effect - (I suspect this is a rip of lenssrc.zip/lens.lzh...) The TGA loading routines are exactly the same aside from variable names.

Lens Effect by Coldstar of Outworlders
/code/effects/lens/lenz.zip
17 Jan 1999 (catalog date)
36,431 bytes
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Rating:
Dated effect.

Lens Effect by Raphius of Anubis
/code/effects/lens/magnify.zip
17 Jan 1999 (catalog date)
8,618 bytes
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Rating:
Dated effect.

WGT Graphics Tut #5 by Gooroo
/code/effects/morph/wgttut5.zip
10 Jan 1997 (catalog date)
224,120 bytes
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Morphing - Gooroo describes the ideas and code behind morphing in alot of detail.

Crossfade by Esak
/code/effects/pallette/crosfade.zip
21 Sep 1997 (catalog date)
55,071 bytes
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Rating:
Includes a good explanation of how it works.

Pallette Fade and Grab Routines by Mike Schutz
/code/effects/pallette/fade2.zip
21 Sep 1997 (catalog date)
3,032 bytes
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Rating:

Palette Routines by Esak
/code/effects/pallette/fadecode.zip
29 May 1997 (catalog date)
31,921 bytes
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Rating:
Smooth palette fading routines, palette rotation, etc.

Fade Routines by Ash of Bunghole Productions
/code/effects/pallette/nlb-fade.zip
21 Sep 1997 (catalog date)
11,523 bytes
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Palette Rotation by Draeden of VLA
/code/effects/pallette/palrot.zip
29 May 1997 (catalog date)
2,664 bytes
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Rating:
Just an asm file containing a palette rotation routine.

Pallette Resampler by Jason Nunn of Superreal, Hornet
/code/effects/pallette/presamp.zip
21 Sep 1997 (catalog date)
85,884 bytes
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Rating:
Fits multiple 256 color palettes into one.

ANuBiS DeMo TUtORs by RaPhiuS of ANubIS
/code/effects/plasma/anutut1.zip
19 Jan 1998 (catalog date)
71,746 bytes
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Rating:
Simple Plasma Example. For Watcom, poor code style.

Argon by Insomniac of Matrix
/code/effects/plasma/argon128.zip
27 Dec 1997 (catalog date)
4,183 bytes
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Rating:
tri-layer plasma in 128bytes, Assembler

Plasma by Jan Moller, Erik Hansen
/code/effects/plasma/c_plasma.zip
10 Jan 1997 (catalog date)
55,010 bytes
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Rating:
Simple plasma example - Just some plasma. You might want to take the comments out on the WaitRast(): call and recompile, especially if you have a Pentium.

JCL Plasma by Jeremy Longley
/code/effects/plasma/jclplasm.zip
10 Jan 1997 (catalog date)
88,979 bytes
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Rating:
A nice plasma example - Pregenerates the plasma maps. Looks good.

Plasma Source by The Darkman
/code/effects/plasma/niceplas.zip
05 Oct 1996 (catalog date)
9,765 bytes
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Yet another boring plasma. Not even full screen and has an error

plassm by James Johnson
/code/effects/plasma/plasexp.zip
10 Jan 1997 (catalog date)
3,400 bytes
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Simple plasma example - Based on code by Jare/Iguana. Nice comments on the setting of mode-X.

plasma3 by btf
/code/effects/plasma/plasma3.zip
10 Jan 1997 (catalog date)
16,750 bytes
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Rating:
You've got me - A bad processor check spoils this. Difficult to recompile and I'll assume it needs MASM to assemble.

Plasma by Johan Westerlund
/code/effects/plasma/plasma_j.zip
17 Jan 1999 (catalog date)
14,617 bytes
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Rating:
Weird looking plasma.

Plasma Tutorial by Spansh of Dynamix
/code/effects/plasma/plastut.zip
17 Jan 1999 (catalog date)
47,158 bytes
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Rating:
Dynamix. Definately the best tutorial on coding plasmas, also focuses on optimizing.

Transparent Plasma/Image Warp by Death Star of Waterlogic
/code/effects/plasma/plaswarp.zip
05 Oct 1996 (catalog date)
59,442 bytes
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38 Byte Plasma by Insomniac of Matrix
/code/effects/plasma/prawn.zip
17 Jan 1999 (catalog date)
3,125 bytes
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Rating:

Tom's Plasma by Tom Dibble
/code/effects/plasma/tplas11.zip
10 Jan 1997 (catalog date)
139,950 bytes
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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.

Copper Bars by Patch
/code/effects/raster/bars.zip
25 Aug 1997 (catalog date)
8,373 bytes
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Rating:
No explanation, just source.

Fake Copper Bars by Darkman
/code/effects/raster/copper.zip
25 Aug 1997 (catalog date)
15,611 bytes
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Rating:
Drawing the bars is not how you should do coppers.

Copper Bars by XtaC of Garbage
/code/effects/raster/gb_coper.zip
10 Jul 1997 (catalog date)
4,637 bytes
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Textmode copper bar example. Nicely commented.

Vertical Copper Bars by Type One of TFL-TDV
/code/effects/raster/intro5.zip
25 Aug 1997 (catalog date)
21,193 bytes
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Rating:
No explanation, comments are in French.

Raster Routines by Krazy One of Chaos
/code/effects/raster/rastdemo.zip
29 May 1997 (catalog date)
196,623 bytes
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3 different raster effects, made for a never finished demo.

Rasters Bars by Type One of TFL-TDV
/code/effects/raster/raster9.zip
29 May 1997 (catalog date)
32,595 bytes
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A classic raster bar effect with some vector balls moving on the foreground.

Vertical Copper Bars by Jare of Iguana
/code/effects/raster/the_cop.zip
25 Aug 1997 (catalog date)
49,089 bytes
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Rating:
No explanation, no comments. A .gif dumper is also included.

Alias by Minimalist
/code/effects/rotozoom/alias.zip
25 Aug 1997 (catalog date)
164,287 bytes
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Rating:
Scaling, rotating, anti-aliasing. There's a turboC, WatcomC, and Pascal version of this program all included. Admittedly, he cheats the palette on anti-aliasing (as shown by using most any non-grayscale image), the programming is good nonetheless.

Fullscreen Rotozoomer by Scott A. Deming
/code/effects/rotozoom/fullr_1.zip
26 Jun 1997 (catalog date)
17,886 bytes
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Rating:
The algorithm is mathematicaly correcty, but it can be done faster.

Cache Optimized Roto-Zoomer by pascal of Cubic Team
/code/effects/rotozoom/pasroto.zip
05 Oct 1996 (catalog date)
29,419 bytes
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Rating:
Nice, fast, tight code with a good explanation of why it is so fast.

Rotozoomer by Paul H. Kahler
/code/effects/rotozoom/rotatebm.zip
08 Jul 1997 (catalog date)
17,607 bytes
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Rating:
The comments included with the code are very clear, so this one is great for starters.

Slimy Rotozoomer by SliQ
/code/effects/rotozoom/texmpsrc.zip
08 Jun 1997 (catalog date)
49,314 bytes
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Rating:
A slimy version of the wellknown rotozoomer effect.

Fullscreen Rotozoomer by The Faker of Aardvark
/code/effects/rotozoom/tf-texmp.zip
08 Jun 1997 (catalog date)
35,805 bytes
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Scaling Routines by John A. Slagel
/code/effects/scaling/scale.zip
08 Jul 1997 (catalog date)
6,996 bytes
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Rating:
Some pretty flexible scaling routines for modeX and mode 13h.

Scale by Yamaha of XYZZ
/code/effects/scaling/scaling.zip
12 Aug 1997 (catalog date)
74,434 bytes
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Rating:
2d Scaling. I have no comments.

Scaling by The Darkman
/code/effects/scaling/tp_scale.zip
06 Oct 1996 (catalog date)
71,318 bytes
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Rating:
Doesn't run. Simple scaling code

Another ModeX Scaling Routine by John A. Slager
/code/effects/scaling/xscalebm.zip
08 Jul 1997 (catalog date)
5,744 bytes
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Realmode Scroller by Karja
/code/effects/scroll/k-scroll.zip
17 Jan 1999 (catalog date)
13,473 bytes
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Rating:
Very dated.

Motion Read Me by Patch of Avalanche
/code/effects/scroll/motionrd.zip
10 Jan 1997 (catalog date)
30,871 bytes
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Rating:
Source for a smooth vertical text mode scroller - That's the way to do it. :) (Bugs on Matrox cards, but that's the fault of the card, not the code.)

Scroll by Jay Kramer
/code/effects/scroll/scroll2.zip
10 Jan 1997 (catalog date)
41,209 bytes
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Rating:
Source for mode X scrolling - _NOT_ the way to do hardware scrolling. Abuses the mode-X library.

JeffreyBobs by Morbid Man
/code/effects/shadebob/jeffbobs.zip
11 Jan 1997 (catalog date)
72,848 bytes
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Rating:
Source for a whole lot of shadebobs - Crappy code.

2D Blobs by Shadow Bandit of Diabolic Force
/code/effects/shadebob/sba_2dbl.zip
17 Jan 1999 (catalog date)
19,128 bytes
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Looks more like the oldfashioned shadebobs.

shadebobs by NutCracker
/code/effects/shadebob/shadebob.zip
11 Jan 1997 (catalog date)
6,468 bytes
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Source for some shadebobs - No docs, no comments. Looks good. (the exe, that is)

Sprite Editor by Solar Designer of BPC
/code/effects/sprites/bpc-ms6.zip
26 Jun 1997 (catalog date)
103,086 bytes
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Rating:
Very good sprite editor with a windows-like user interface, multiple video modes, pcx and bmp support and all the usual editing tools.

Sprite Editor by Nosferatu of TechnoCap
/code/effects/sprites/edispr20.zip
26 Jun 1997 (catalog date)
66,923 bytes
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Rating:
This editor has no mouse support, and hardly contains any editing tools. It only supports the french language.

Linear Space Partitioning Sprites
/code/effects/sprites/lspspr.zip
06 Oct 1996 (catalog date)
30,526 bytes
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Rating:

Tile Editor by ???
/code/effects/sprites/mktil16a.zip
26 Jun 1997 (catalog date)
62,369 bytes
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Rating:
For 16x16 mode 13h tiles. This editor has mouse support, and also supports rotating colors. You can combine tiles to see how they look when used together.

Sprite Editor by Karma
/code/effects/sprites/sprited.zip
17 Jan 1999 (catalog date)
40,732 bytes
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Rating:
Unfortunately this editor misses a load option which makes it not very useful.

Sprite Editor by Discordis of Insecabilis
/code/effects/sprites/spriv103.zip
26 Jun 1997 (catalog date)
30,746 bytes
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Rating:
Very simple sprite editor with mouse support.

C Horizontal Stars by Darion
/code/effects/stars/hstar_c.zip
29 May 1997 (catalog date)
18,275 bytes
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Rating:
Displays a very basic horizontal starfield.

3D Starfield by Legend of Blitz
/code/effects/stars/ldstars.zip
29 May 1997 (catalog date)
9,942 bytes
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Rating:
This is just a basic starfield. What makes it special is the 3D glasses support.

24 Byte Tiny Starfield by Matt Wilhelm
/code/effects/stars/mwstar.zip
05 Oct 1996 (catalog date)
5,708 bytes
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Rating:
Slow as crap, but AWESOME! But I suppose only a demented coder would appreciate it.

Starfield And 3D Object
/code/effects/stars/objstar.zip
11 Apr 1997 (catalog date)
31,413 bytes
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3D Starfield by Vulture of Outlaw Triad
/code/effects/stars/otstars.zip
29 May 1997 (catalog date)
17,592 bytes
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Rating:
A tutorial on 3D starfield effects.

20 Byte Parallax Starfield by pascal of Cubic Team
/code/effects/stars/passtar.zip
05 Oct 1996 (catalog date)
8,836 bytes
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Rating:
A one-up on that other guy. :)

SideScrolling Starfield by Incognito
/code/effects/stars/qb-stars.zip
05 Oct 1996 (catalog date)
29,071 bytes
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Starfield by Shade of Trash
/code/effects/stars/s-stars.zip
12 Aug 1997 (catalog date)
33,908 bytes
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Rating:
A Starfield. A BASIC starfield. Hideously slow and leaves a black cross on the screen.

Star 97 by Deathlock
/code/effects/stars/star97.zip
19 Jan 1998 (catalog date)
3,299 bytes
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Rating:
97 byte starfield. You were outdone on the concept for this one. Looks much better than the twentysomethings starfields. Well commented.

Stars by Draeden of VLA
/code/effects/stars/stars.zip
10 Jan 1997 (catalog date)
10,627 bytes
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Rating:
A simple starfield effect - Good for the beginner.

Stars by Mark Mackey
/code/effects/stars/stars2.zip
10 Jan 1997 (catalog date)
10,857 bytes
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Rating:
A slightly more complex starfield - So-so. No timing code so it blazes.

Stars by The Darkman
/code/effects/stars/stars3d.zip
10 Jan 1997 (catalog date)
15,164 bytes
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Rating:
A nicely done starfield - Nicely done (in appearance) but shoddy code. Globals abound, poor understanding of what to make functions. Made by a professed beginner.

Starz V1.0 by VuLgAr UnIcOrN
/code/effects/stars/starz10.zip
03 Jun 1998 (catalog date)
154,676 bytes
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This is a 2D side scrolling stars demo. There are multiple star speeds / sizes / colors. There are also lots of options like directions and color changing. It is written using C++ in the MS VC++5.0/MFC environment.

123 Byte Tiny Star Field by Rex Deathstar of Waterlogic
/code/effects/stars/tinystar.zip
06 Oct 1996 (catalog date)
1,929 bytes
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Rating:
The 3d version of what Matt and Pascal did. Could conceivably be much smaller

Textmode Plasma by David Thornley
/code/effects/text/plsmatxt.zip
26 Jun 1997 (catalog date)
59,842 bytes
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Rating:
Not very impressive.

Textmode Plasma by Sir Hes of Biokill
/code/effects/text/rtp-txt.zip
26 Jun 1997 (catalog date)
7,748 bytes
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Rating:
Looks Ugly

TV by Perisoft
/code/effects/text/tv10.zip
11 Jan 1997 (catalog date)
45,667 bytes
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Rating:
A text viewer with "docs" - Not code... I'm not sure where it should go. Best ask Screech himself for ideas.

Transparency Tutorial by Sirmikey of Chaotic Order
/code/effects/transpar/transpar.zip
05 Oct 1996 (catalog date)
290,156 bytes
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Rating:
w/WATCOM C source - Doesn't run. Nice explanation/code

Source for Tunnel Effect by PlastiikkiPaketti of Skraappa Skruuppi
/code/effects/tunnel/araidsrc.zip
06 Oct 1996 (catalog date)
28,319 bytes
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Rating:
used in Stars/Nooon and Paimen/Coma, Doesn't explain the algorithm, not very optimized, low resolution

Tunnel Source by bca of Karva
/code/effects/tunnel/bca_tnl.zip
19 Jan 1998 (catalog date)
19,956 bytes
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Rating:
A texture mapped tunnel effect. Has holes in the tunnel. No useful comments in the source. One nifty (old!) idea of taking advantage of mirrors in the lookup table. FYI - vasen=left, oikea=right, yl„=upper, ala=lower.

Free direction tunnel tutorial by Blackaxe of Kolor
/code/effects/tunnel/fdtunnel.zip
30 Jun 1998 (catalog date)
4,008 bytes
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Rating:
A good tutorial about coding free direction tunnels using the realtime raytracing method. Text

Free direction tunnel tutorial by Kombat
/code/effects/tunnel/freedir.zip
30 Jun 1998 (catalog date)
48,954 bytes
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Basicaly the same info as can be found in fdtunnel.zip by Blackaxe of Kolor. Text, C

ND.exe by Friar Tuck
/code/effects/tunnel/syn.zip
10 Jan 1997 (catalog date)
31,848 bytes
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Example of a dot tunnel - Spaghetti code and no explanation. Also doesn't generate the dot tunnel real time, rather it has the rungs of dots precalculated in the exe.

tube by James Johnson
/code/effects/tunnel/tubesrc.zip
10 Jan 1997 (catalog date)
22,030 bytes
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Example of a dot tunnel - Poorly done, looks horrible, no explanation or comments, no timing synching.

tunnel by ?
/code/effects/tunnel/tunnel.zip
10 Jan 1997 (catalog date)
37,658 bytes
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Example of a dot tunnel - That it was done in basic is about the only plus. Looks so-so, no comments.

Tunnel by Gedge
/code/effects/tunnel/tunnele.zip
25 Aug 1997 (catalog date)
41,102 bytes
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Another tunnel example

An "effect" in only 15 bytes by Grax
/code/effects/various/15bytes.zip
30 Jun 1998 (catalog date)
378 bytes
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By looking at the quality of this effect you understand why it fits in only 15 bytes. Assembler

Various Demo Effect Sources by Daniel Vollmer (Fusion)
/code/effects/various/danpwsrc.zip
05 Oct 1996 (catalog date)
697,008 bytes
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LOTS of random stuff. Some better than others, especially the TSRs.

Various Demo Effects by Bjarke Viksoe
/code/effects/various/demostuf.zip
21 Sep 1997 (catalog date)
80,945 bytes
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Basic stuff like rotators, fire effects, starfields, etc.

PixPack
/code/effects/various/pixpack.zip
05 Oct 1996 (catalog date)
1,075,409 bytes
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Demo Effects Source Code Collection - random stuffs, few good things

Moving Sky With Multiple Layers by Saint
/code/effects/various/skymlpas.zip
03 Jun 1998 (catalog date)
10,728 bytes
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This is a nice moving sky with multiple layers. Includes heavily commented Turbo Pascal source code (with embedded Assembler).

SMK3D Effects by SMKaribou of GMF
/code/effects/various/smk3dsrc.zip
05 Oct 1996 (catalog date)
619,782 bytes
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Phong, Gouraud, Bump Mapping, etc. - Comments in French, lots well done trifillers

Zed3D v0.95 - 3D Graphics Reference by Zed
/code/effects/various/zed3d095.zip
07 Oct 1996 (catalog date)
702,570 bytes
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Phong, Gouraud, Textures, etc.

Bobs Editor by Avalanche
/code/effects/vectball/bedit110.zip
26 Jun 1997 (catalog date)
42,920 bytes
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This editor generates some numbers that you can use as input for your own bob routines. Not very useful.

Vector Ball 2 by Tumblin
/code/effects/vectball/vectbal2.zip
10 Jan 1997 (catalog date)
190,261 bytes
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Some vector ball examples and utilities - Not bad, but simple. Shows some good code design strategies.

Vector Ball by Tumblin
/code/effects/vectball/vectball.zip
10 Jan 1997 (catalog date)
38,780 bytes
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A vector ball example - blah...

Vector Flag by David Hedly
/code/effects/vector/flag.zip
21 Sep 1997 (catalog date)
116,063 bytes
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The movement of this flatshaded vectorflag is very impressive!

Vector Tutorial by Richard Nichols
/code/effects/vector/rn_vect.zip
06 Oct 1996 (catalog date)
25,033 bytes
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Voxel by 6502 of Fatal Rage
/code/effects/voxel/newvox.zip
26 Jun 1997 (catalog date)
3,227 bytes
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Beautiful hightfield rendering. If there's anyone with half a clue who can't understand this, I'd like to know. The effect itself is beautiful, fast, and the code is gratuitously commented. My only quip is having (gipped) allocation of some 180k that just eats up base memory. Has no .exe, but compiles with watcom with no problems.

Voxel Scape 2.0 by Rex Deathstar of Waterlogic
/code/effects/voxel/voxelsp2.zip
06 Oct 1996 (catalog date)
110,511 bytes
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Voxel Space Landscape by Rex Deathstar of Waterlogic
/code/effects/voxel/voxelspc.zip
06 Oct 1996 (catalog date)
109,779 bytes
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Smooth Voxel Terrain Tutorial by Phred of OTM
/code/effects/voxel/voxeltut.zip
06 Oct 1996 (catalog date)
46,211 bytes
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Heart Quake's water source by ARM of Iguana
/code/effects/water/hq_water.zip
10 Jan 1997 (catalog date)
370,188 bytes
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The authoratative source on the water effect - Includes a description of the physics behind the effect and the simplifications done to make the routine run quickly.

Water Effect by Konrad Olejnik
/code/effects/water/paswater.zip
17 Jan 1999 (catalog date)
91,458 bytes
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Contains a pure pascal version and a faster pascal with inline assembler version.

100 byte water effect by Programmer of Universe Group
/code/effects/water/unv-100b.zip
27 Dec 1997 (catalog date)
2,237 bytes
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Assembler

256 Byte Water by Cagdas Calik
/code/effects/water/w256.zip
24 May 1998 (catalog date)
786 bytes
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A 256 byte water effect coded in pure assembly by Cagdas Calik, moreover with 286 instructions. It's recommended that you're mouse driver is load before you run the program, otherwise it will crash. Click left mouse button to go back to dos. Have fun...

Water by De-Phassed
/code/effects/water/water.zip
10 Jan 1997 (catalog date)
14,565 bytes
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An example of water - Nothing more than a copy of Iguana's water routine done in full assembler.

Water by Yamaha of XYZZ
/code/effects/water/watrxyzz.zip
25 Aug 1997 (catalog date)
128,613 bytes
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A water effect sample. Won't compile as is since it's missing quite a number of library files. Get hq_water if you want to understand this effect. Get this afterwards only if you can't understand asm.

Wave Pic by Quo Vadis
/code/effects/water/wavepic.zip
10 Jul 1997 (catalog date)
63,093 bytes
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Wave Pic. Difficult to understand the source code. It's more asm than C and I wonder why it wasn't just turned into a pure asm file.

Animation Construction Kit 3D by Lary Myers
/code/effects/worlds/ackkit.zip
25 Aug 1997 (catalog date)
152,985 bytes
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A demo of Lary Myers 3d world engine (see acksrc.zip) including a mapeditor and all the data needed for this engine.

Animation Construction Kit 3D (source) by Lary Myers
/code/effects/worlds/acksrc.zip
25 Aug 1997 (catalog date)
146,731 bytes
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A Wolfenstein-like 3d world engine by Lary Myers, including all sources and a good explanation of how it works. To make it run you also have to download ackkit.zip which contains all the data.

Peroxide Trainer Part 1 by Telemachos of Peroxide
/code/effects/worlds/pxdtut1.zip
17 Jan 1999 (catalog date)
73,945 bytes
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This tutorial explains how to code 3d mazes like the ones used in old games like dungeon master and eye of the beholder.

Wormhole by Lucifer of Lucifer
/code/effects/wormhole/1luc_wrm.zip
10 Jan 1997 (catalog date)
10,614 bytes
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Qbasic sources for a wormhole - QBasic?!? Nifty! :)

Texture Mapped Wormhole by Death Star of Waterlogic
/code/effects/wormhole/stargate.zip
07 Oct 1996 (catalog date)
64,805 bytes
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wormhole by John Cloninger of IND
/code/effects/wormhole/wormhole.zip
10 Jan 1997 (catalog date)
118,586 bytes
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A wormhole example - Slow generation of the wormhole itself then it loads the wormhole from a file for the actual effect. You have to figure most of the effect out for yourself though.

List/Execute Executables Utility by SAM of TFL
/code/fileutil/direxe.zip
06 Oct 1996 (catalog date)
26,546 bytes
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Nice code, almost useless util. Makes a perfect example though.

Datafile Appending EXE by Kodiak of The Apollo Project
/code/fileutil/kadfile.zip
18 Jan 1998 (catalog date)
16,371 bytes
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Tutorial on appending datafiles to your exes.

LZO Data Compression Library v0.20 by Markus Oberhumer
/code/fileutil/lzo020.zip
06 Oct 1996 (catalog date)
184,964 bytes
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over conscious about compression ratios and statistics and has many long files about its stats in the /doc directory, but no description about the API. You have to figure out how to use it yourself from the two short examples that come with it. Otherwise, it's fairly complete and you can decide which compression routines you'd like to link yourself (assuming you can figure out that much).

Pop And Push by Ondrej Blazek
/code/fileutil/pop_push.zip
26 Feb 1998 (catalog date)
8,011 bytes
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Two utilities that make browsing through your directories easier by using a stackbased method of remembering directory names.

UuEncoder/Decoder v2.01b by Ash of Shock
/code/fileutil/sck_uuc2.zip
26 Feb 1998 (catalog date)
8,870 bytes
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AWE-DIP-01-ENG by Creative Labs engineers
/code/hardware/audio/adip.zip
10 Jan 1997 (catalog date)
708,753 bytes
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Examples and API for using the AWE32 - And people wonder why there's not much SB support. The information in the packet is contorted. I could go on this for days. Comments like /* main - here's where the fun begins */ are misleading. The fun actually began several hundred lines ago (starting at line 134). It's late. I'm not exactly bored, but this bit of code is frustrating. I wonder why CL even bothered. There are no technical docs of any sort and the code that is here *REEKS* of bad style. For extra frustration, I unzipped the file which had a self extracting .exe in it, which gave me 4 zips which when each extracted with the -d option finally gives me the SDK. Kneebiter - at 1:30 in the morning. Need more tea...

SoundBlaster Routines by Jeff Bird
/code/hardware/audio/sbf3.zip
21 Jan 1998 (catalog date)
87,954 bytes
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A good collection of sources and documents.

CPUID for intel by Intel engineer(s)
/code/hardware/cpu/cpuid3.zip
10 Jan 1997 (catalog date)
6,402 bytes
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Source to detect which intel chip is in a computer - Useful, but not much to look at. It's there for you to use if you ever need to detect what type of processor is in a machine.

CPUID for intel by Doctor Sludge
/code/hardware/cpu/cputest2.zip
10 Jan 1997 (catalog date)
10,953 bytes
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Source to detect which intel chip is in a computer - Detects the processor for sure, but does it by checking for invalid opcodes. If you need to detect CPU type, I suggest /code/hardware/processor/cpuid3.zip.

Intel docs by ?
/code/hardware/cpu/intel.doc
10 Jan 1997 (catalog date)
114,654 bytes
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A complete listing of the 80x86 opcodes - Great reference for those learning assembler and those needing to double check opcodes. Dubious clock listings (none for pentium.)

Pentium Stuff
/code/hardware/cpu/pentium.zip
01 Jul 1997 (catalog date)
164,896 bytes
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A collection of files on Pentium optimization. Some of these files look very useful, especially for optimizing information and truly esoteric stuff for the terminally curious.

Drive detection for IBM & compatibles by Paul Schlyter
/code/hardware/drives/drivesex.zip
10 Jan 1997 (catalog date)
9,312 bytes
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Source to detect drives on a system - It didn't detect my drives properly. :(

Collection of ASM sources by ? of Blue Nose Productions
/code/hardware/general/asm_good.zip
10 Jan 1997 (catalog date)
118,612 bytes
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Lots of ASM sources, mostly for hardware and BIOS routines - It's somewhat difficult to find what you want, but the comments tell you what you need to know (but not what you have to do) to get everything compiled. Looks like a great source for the cut & paste coder. Given the nature of the routines, I'd say that was the intended purpose of this release.

Joystick axis reading code by Peter Wan
/code/hardware/joystick/joysdk11.zip
10 Jan 1997 (catalog date)
35,092 bytes
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Source to read joystick positions for the Gravis Game Pad - *This* is how source should be written, especially for an SDK. If only we were all this diligent.

K2000 Emulator by Kli
/code/hardware/keyboard/klik2000.zip
17 Jan 1999 (catalog date)
17,822 bytes
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Shows a simple Knightrider effect on your screen and keyboard leds.