Beginners
Newbie Coders Diary - Entry #0
Some Coding Techniques For Beginners
Some words about my source code style
Beginner's Guide to Modern PC Demo Coding
Beginner's Guide to Modern PC Demo Coding 2: Setting up the Palette
Creating Demos - Coder Tutorial 1
Creating Demos - Coder Tutorial 2
Creating Demos - Coder Tutorial 3
Creating Demos - Coder Tutorial 4
Creating Demos - Coder Tutorial 5
Creating Demos - Coder Tutorial 6
Creating Demos - Coder Tutorial 7
Approximating functions using Taylor polynoms
Minimax interpolating polynomials
Sines and cosines for fun and profit
Numerical computation of derivative
Floating point numbers' bottlenecks
Blasting the Bounds of Standard Math-Ops
Information Theory: A 28k Crash Course
An Introduction to Linked Lists and Nodes
Stacks, Pipes and Circular Buffers
Hash tables for physical based simulations
Quick Sort, A Fast Sorting Algorithm
Introduction to Sorting Algorithms
Storing and Searching For Byte Sequences
Rolling The Dice, in A Pseudo-Way - Some Random Words
Solve Adok's quiz and more with dynamic programming
Heuristic Optimization Techniques
Genetic Programming with OpenGL
An Introduction to Design Patterns
Some Behavioural Design Patterns
Some Creational Design Patterns
Some Structural Design Patterns
Taking Advantage Of Virtual Screens
Interesting Cloud/Marble Effect
Blur Does Not Equal Antialiasing
Faster and Better RGB Palette Fades
How To Code 16 Bit Color Graphics
How To Add Two 16 Bit RGB565 Pixels Together Nicely
Drawing Triangles. Rasterization Tutorial
Generating textures for 64k intros
Texture Generation For 64k Intros
Ector's Crash Course in 32-bit color Math
Fast and dirty SIN/COS rotation
Line & circle drawing algorithms
Fractions, division and Bresenham lines
Triangle Drawing: Calculating the Deltas - Part 1
Triangle Drawing: Calculating the Deltas - Part 2
On looking deeper into gm.dls, wtf
How to create a bump-mapped rotozoom
How To Do Fast Realtime Vertexnormal Calculation
On-The-Fly Continuous Level Of Detail Generation For Polygonal Meshes
Fast Mipmap Level Of Detail Computation
The Definitive Guide To The Third Dimension (Part 1)
3D Coding TAT - Introduction/Waffle
3D Coding TAT - Patchwork Landscapes
3D Coding TAT - Non-Linear (Curved) Landscapes
3D Coding TAT - 3D Coding TAT - Voxel Landscapes
3D Coding TAT - The "Planet" Method
3D Coding TAT - Sorting Out The Performance Problem
3D Coding TAT - Render Attribute Trees (Rats)
3D Coding TAT - "Noah" - Flood Fill Rendering
3D Coding TAT - The Missing Link? "Inlet" Rendering
3D Coding TAT - Volume Meshes (Distorted Cube Arrays)
3D Coding TAT - S-Buffer (Span Buffer Techniques)
3D Coding TAT - Line Clipping & Polygon Edge Clipping
3D Coding TAT - Polygon Drawing & Clipping
3D Coding TAT - Trapezoidal Decomposition
3D Coding TAT - Group Vertex Clipping
3D Coding TAT - Smooth Lines & Anti-Aliasing
3D Coding TAT - Plants, Trees And Forests
3D Coding TAT - Convex Polyhedra, Planes And Surface-Details
3D Coding TAT - Projections And Corrections
3D Coding TAT - Unfolding Polyhedra & Mapping Adjacent Faces
3D Coding TAT - Our 3D World Is Flat
3D Coding TAT - Distant Horizons
3D Coding TAT - Tips And Tricks
3D Coding TAT - Gallons Into Pint Pots
3D Coding TAT - Terminology & Incorrect Phrazes
Zbuffer And Other Sorting Topics
Polygonizing Of Implicit Surfaces
3DS Rotation Track Interpolation
3D Visibility Pipeline for dynamic worlds
Marching Cubes Based Polygonisation
Backface culling with just an AND operation
Ray-triangle intersection tests for dummies
Behind the magic - Generating 3d worlds from scratch
Sphere Tessellation 101: The Art of Making Spheres out of Triangles
Implementing the implicit Euler method for mass-spring systems
Optimus' Basic Introduction to 3D - Why do the equations work
A 3D Iterated function system fractal editor
On ray casting, ray tracing, ray marching
Soundcode in Jizz, Stash or Erratic
Yehar's sound DSP tutorial for the braindead!
Recursive Synthesis of Triangle, Sawtooth and Square waves
Using Overlapping in Inner Loops
Caching textures and other data
SIMD-FP Optimisation Techniques Revised
Optimizing Refraction for Raytracing
Optimizing for SSE: A Case Study
Memory Managment that makes your code size smaller
Technical Information on the archiver ACE V1.2
Image Compression: BTC (Block Truncation Code)
Lzss Compression, or: How I Won Hugi Compo #2
LZ77, The Basics of Compression
Move To Front: A Transformation Algorithm
RLE: A Basic Data Compression Scheme
LZT - A Variation on the LZP Algorithm
LZW - Some Patent Free Ideas For Improvement/Further Research
Some Thoughts about LZ Compression
A Simple (And Very Fast) 2-D LZP Variation
LZP-S: Yet Another Idea For The LZP Algorithm
When Fibonacci And Huffman Met
Terminology for data compression
Burrows-Wheeler Transform Theory
An Introduction to PPM Encoders
A neat 12-Byte translation method
The Smallest 'putbits' routine
A yet smaller 'putbit' routine
Some thoughts about compression
A Brief Look At File Format Design
Displaying 256 Colour PCX Pictures
An Introduction to CD Error Correction
A Simple, Flexible File Format Method
Texture file formats & saving textures
Own Exporter plug-in for 3DS Max
Elbow-deep in bytes - extracting assets from demos
Flexible Logging System with filters
Setting up Concurrent Source Code Management using CVS
Introduction To OpenGL and to this tutorial series
OpenGL with Assembly in 4kb - Notes from the Field
Simple, Small and Lean Tutorial on DirectDraw
Optimizing For The Coprocessor
Reaction-Diffusion Texture Generation on GPU
Programming Graphics in Assembler
The Hidden Power of BCD Instructions
Win32 Assembler Tutorial Chapter 0.5
Win32 Assembler Tutorial Chapter 1.2beta
Win32 Assembler Tutorial Part 2.718
Win32 Assembler Tutorial Part 3.141
Win32 Assembler Tutorial Chapter 4k
Understanding Intel Instruction Sizes
Getting Started with Assembly Language Programming
Assembly Language - What Do All Those Instructions Do?
Assembly Language - Addressing
Assembly Language - 32-Bit Mode
Assembly Language - Floating Point
ASM Implementation of Blasting the Bounds of Standard Math-Ops
Java demo coding - Wrapping up an applet in a full screen window
Java demo coding - Threads and timing
Java demo coding - Drawing stuff
Demogroup homepage in PHP with MySQL
PHP v4.2.x and register_globals - Coding the new way
TAD's quick intro to JavaScript &emp; DOM
Writing correct and robust JavaScript
Flash 5 - part 1: Intro & Overview
Flash 5 - part 2: The User-Interface
Flash 5 - part 3: Basic drawing
Flash 5 - part 4: Timelines, Frames and Layers
Flash 5 - part 6: Basic Action-scripting
Flash 5 - part 7: Keyboard, Mouse &emp; Text Output
Flash 5 - part 8: Movie-Clips & GUI gadgets
Redrawing old diagrams using Flash
The Ruby Language - A new player in the arena
Euphoria - A fast and simple interpreted programming language
4K Bump Mapping in Turbo Pascal
TAD's Quick ASP Database tut 2
TAD's Quick ASP Database tut 3
TAD's Quick ASP Database tut 4
TAD's Quick ASP Database tut 5
Drawing ActiveX Control Into Memory Buffer
Demo Coding with Pure Basic 01
Demo Coding with Pure Basic 02
Demo Coding with Pure Basic 03
Windows Programming Master Class - Stage 1
Quick Introduction to 4k Intros under Windows
Time synchronization under Windows
Writing a 512b intro for Win32
Creating a 4k Windows intro - Part 1
Creating a 4k Windows intro - Part 2
Understanding the Common Information Model
Using dynamically loadable objects under Linux
A simple boot sector for a single disk/single OS
The Design and Structure of the Domainatrix Operating System
Flocking about with the Kinect
Making of fr-08: .the .product
Making of Panorama 2 for Linux
OpenUDS: A demo-oriented crossplatform framework
Presenting DevLib, a multimedia framework
Horizontal Text Scroller Demo with Music Player
Making of Malewitsch and Ferner
Plugin Architecture for Demo Systems
PandaCube: Making of PC-05 Flux
The Making of "We Come In Peace"
Topic Tracking and Detection: A project
Introducing Bonz's HUGI formatting system
Text editors &emp; Memory Management
Converting articles from Hugi 12 - 17 to Panorama
An Introduction to Reverse Engineering
How to rip background pictures from diskmags
Polymorphic viruses (and out-of-date virus definitions)
A collection of tips and tricks for OHP demomaking
Math
Information Theory
Data Structures
Sorting
Searching
Random Numbers
Heuristics
Object-oriented Programming
Design Patterns
Graphics 2D
Graphics 3D
Sound
Code Optimization
Compression
Cryptology
File Formats
Scripting
Debugging
Source Code Management
OpenGL
DirectX
Coprocessors
Assembler
C / C++
C# / XNA
Java
PHP
JavaScript
Flash
Python
Ruby
Euphoria
L.IN.OLEUM
Pascal / Delphi
ASP
ActiveX
Basic
XPL0
MS-DOS
Windows
Linux / Unix
Custom Operating System
GameBoy
XBox
Demo Development
Game Development
Text Processing
Reverse Engineering
Viruses
Tape Loaders
Over-head Projectors
Humour