Hugi 11 - Obscene Scene Magascene (1998)
Soundcode in Jizz, Stash or Erratic
Hugi 12 - Huge Disk Mega Zine (1998)
Technical Information on the archiver ACE V1.2
Image Compression: BTC (Block Truncation Code)
Lzss Compression, or: How I Won Hugi Compo #2
How To Do Fast Realtime Vertexnormal Calculation
Hugi 13 - For Educational Purposes (1998)
On-The-Fly Continuous Level Of Detail Generation For Polygonal Meshes
Taking Advantage Of Virtual Screens
Hugi 14 - Hugi in Afghanistan (1999)
Windows Programming Master Class - Stage 1
Fast Mipmap Level Of Detail Computation
LZ77, The Basics of Compression
Optimizing For The Coprocessor
A Brief Look At File Format Design
Interesting Cloud/Marble Effect
Blur Does Not Equal Antialiasing
Hugi 15 - Whenever You Are Alone (1999)
The Definitive Guide To The Third Dimension (Part 1)
Programming Graphics in Assembler
Move To Front: A Transformation Algorithm
Quick Sort, A Fast Sorting Algorithm
RLE: A Basic Data Compression Scheme
Faster and Better RGB Palette Fades
LZT - A Variation on the LZP Algorithm
LZW - Some Patent Free Ideas For Improvement/Further Research
An Introduction to Linked Lists and Nodes
Displaying 256 Colour PCX Pictures
Rolling The Dice, in A Pseudo-Way - Some Random Words
Storing and Searching For Byte Sequences
Stacks, Pipes and Circular Buffers
Some Thoughts about LZ Compression
Hugi 16 - The Royal Scene Magazine (1999)
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
Simple, Small and Lean Tutorial on DirectDraw
How To Code 16 Bit Color Graphics
How To Add Two 16 Bit RGB565 Pixels Together Nicely
A Simple (And Very Fast) 2-D LZP Variation
LZP-S: Yet Another Idea For The LZP Algorithm
Zbuffer And Other Sorting Topics
Hugi 17 - For International Affairs (1999)
The Hidden Power of BCD Instructions
Using Overlapping in Inner Loops
When Fibonacci And Huffman Met
Polygonizing Of Implicit Surfaces
An Introduction to CD Error Correction
A Simple, Flexible File Format Method
Drawing Triangles. Rasterization Tutorial
Win32 Assembler Tutorial Chapter 0.5
Hugi 18 - The Eminent (1999)
An Introduction to Design Patterns
Some Behavioural Design Patterns
Some Creational Design Patterns
Some Structural Design Patterns
Generating textures for 64k intros
Newbie Coders Diary - Entry #0
Win32 Assembler Tutorial Chapter 1.2beta
Win32 Assembler Tutorial Part 2.718
Hugi 19 - The Superior (2000)
Yehar's sound DSP tutorial for the braindead!
Using dynamically loadable objects under Linux
Win32 Assembler Tutorial Part 3.141
Some Coding Techniques For Beginners
Terminology for data compression
Burrows-Wheeler Transform Theory
Texture Generation For 64k Intros
Introduction To OpenGL and to this tutorial series
An Introduction to PPM Encoders
Texture file formats & saving textures
Some words about my source code style
Polymorphic viruses (and out-of-date virus definitions)
Hugi 20 - The Source of Life (2000)
3DS Rotation Track Interpolation
Quick Introduction to 4k Intros under Windows
Information Theory: A 28k Crash Course
Hugi 21 - The Devil Family (2000)
Ector's Crash Course in 32-bit color Math
Caching textures and other data
SIMD-FP Optimisation Techniques Revised
A simple boot sector for a single disk/single OS
The Design and Structure of the Domainatrix Operating System
Win32 Assembler Tutorial Chapter 4k
Beginner's Guide to Modern PC Demo Coding
Hugi 22 - Eternal Sunshine (2001)
Making of fr-08: .the .product
Java demo coding - Wrapping up an applet in a full screen window
Java demo coding - Threads and timing
Java demo coding - Drawing stuff
4K Bump Mapping in Turbo Pascal
Recursive Synthesis of Triangle, Sawtooth and Square waves
3D Visibility Pipeline for dynamic worlds
Topic Tracking and Detection: A project
Marching Cubes Based Polygonisation
Demogroup homepage in PHP with MySQL
Time synchronization under Windows
Hugi 23 - Alone in the Woods (2001)
Making of Panorama 2 for Linux
Introduction to Sorting Algorithms
Approximating functions using Taylor polynoms
Minimax interpolating polynomials
Fast and dirty SIN/COS rotation
Beginner's Guide to Modern PC Demo Coding 2: Setting up the Palette
Backface culling with just an AND operation
Optimizing Refraction for Raytracing
Hugi 24 - The Shift (2002)
Sines and cosines for fun and profit
Line & circle drawing algorithms
Numerical computation of derivative
Writing a 512b intro for Win32
Hugi 25 - Fairy Power (2002)
The Ruby Language - A new player in the arena
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
Fractions, division and Bresenham lines
Ray-triangle intersection tests for dummies
Introducing Bonz's HUGI formatting system
Floating point numbers' bottlenecks
A neat 12-Byte translation method
Text editors &emp; Memory Management
The Smallest 'putbits' routine
Optimizing for SSE: A Case Study
Hugi 26 - Techno Tarantula (2003)
Behind the magic - Generating 3d worlds from scratch
OpenGL with Assembly in 4kb - Notes from the Field
Solve Adok's quiz and more with dynamic programming
PHP v4.2.x and register_globals - Coding the new way
A yet smaller 'putbit' routine
TAD's quick intro to JavaScript &emp; DOM
Hugi 27 - The Freedom Diskmag (2003)
Blasting the Bounds of Standard Math-Ops
Writing correct and robust JavaScript
Creating a 4k Windows intro - Part 1
Creating a 4k Windows intro - Part 2
Memory Managment that makes your code size smaller
Sphere Tessellation 101: The Art of Making Spheres out of Triangles
An Introduction to Reverse Engineering
Understanding Intel Instruction Sizes
Triangle Drawing: Calculating the Deltas - Part 1
Triangle Drawing: Calculating the Deltas - Part 2
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
Hugi 28 - The Unnamed One (2003)
OpenUDS: A demo-oriented crossplatform framework
Implementing the implicit Euler method for mass-spring systems
Optimus' Basic Introduction to 3D - Why do the equations work
Setting up Concurrent Source Code Management using CVS
Converting articles from Hugi 12 - 17 to Panorama
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
Hugi 29 - The Blue One (2004)
Presenting DevLib, a multimedia framework
Hugi 30 - Scene Substance (2005)
ASM Implementation of Blasting the Bounds of Standard Math-Ops
Euphoria - A fast and simple interpreted programming language
Own Exporter plug-in for 3DS Max
Understanding the Common Information Model
Hugi 31 - Friendship is all (2005)
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
Hugi 32 - Say it with flowers (2006)
Hash tables for physical based simulations
Redrawing old diagrams using Flash
Some thoughts about compression
Demo Coding with Pure Basic 01
Demo Coding with Pure Basic 02
Demo Coding with Pure Basic 03
Horizontal Text Scroller Demo with Music Player
Hugi 33 - MP3 Power (2007)
Elbow-deep in bytes - extracting assets from demos
A 3D Iterated function system fractal editor
Hugi 34 - World of Scene (2008)
Making of Malewitsch and Ferner
On looking deeper into gm.dls, wtf
Reaction-Diffusion Texture Generation on GPU
Plugin Architecture for Demo Systems
Hugi 35 - Disruption in Chaos Theory (2008)
Flexible Logging System with filters
How to rip background pictures from diskmags
Hugi 36 - Jukebox Delight (2010)
How to create a bump-mapped rotozoom
Hugi 37 - Around the World (2012)
PandaCube: Making of PC-05 Flux
The Making of "We Come In Peace"
Flocking about with the Kinect
Heuristic Optimization Techniques
On ray casting, ray tracing, ray marching
A collection of tips and tricks for OHP demomaking
Hugi Special Edition (2012)
Genetic Programming with OpenGL