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| | Encyclopedia: Double buffering |
 | | In computer graphics, double buffering is a technique used to reduce or remove visible artifacts from the drawing process. |  | | A software implementation of double buffering uses a video page stored in system RAM that all drawing operations are written to. |  | | It may be implemented in either software or hardware. |
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http://www.nationmaster.com/encyclopedia/Double-buffering
(358 words)
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| | Hexapedia - Computer animation |
 | | When the computer fails to wait for the v-sync, a condition called sprite breakup or image breakup is perceptible. |  | | When the image is completed, the computer tells the screen to draw from the back buffer. |  | | There the computer can draw the image, making any necessary changes to it before it is done. |
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http://www.hexafind.com/encyclopedia/Computer_animation
(1336 words)
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| | Bunny Abandonware v3.0 |
 | | I used that knowledge to help Mirror Images by developing low-level, high speed (at the time) animation routines, inventing regionalized double buffering techniques to overcome the flickering problem I noticed when playing Space Invaders, Galaga, and Mike Abrash's Galaga knock-off on the PC. |  | | Somewhere along the way I gained a basic understanding of animation concepts - probably from my father - a photographer and film maker, building on the concept that moving pictures are still photos shown at 24 frames a second where there's a small motion difference between each frame. |  | | Mirror Images up until then had been using compiled basic and couldn't get animation to be smooth enough. |
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http://www.bunnzy.com/index.php?page=stuff
(1506 words)
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| | Jason Doucette - Projects / Games - Real Time Computer Graphics, Physics Simulations |
 | | The program will now run in the proper MS-DOS settings by rebooting the computer when you attempt to run the program. |  | | It is known that some video cards do not perform well in Mode-X. I have tested this program on a 400 MHz machine, and it barely performed better than my AMD K6-200 MHz machine (only by a few frames/second). |  | | The program uses triple buffering in Mode-X for shear-free animation. |
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http://www.jasondoucette.com/games.html
(7154 words)
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| | ELTRUN publication list |
 | | Component mining: A process and its pattern language. |  | | Stochastic algorithms for buffer allocation in reliable production lines. |  | | A simulated annealing approach for buffer allocation in reliable production lines. |
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http://www.eltrun.gr/content/publications/g_eltrun-publications.html
(5765 words)
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