Index
A
Accessories, graphics, 85
Adding
body shape, animation, 169–172
color to the display, 39
Animation, moving figure, 164–173
adding a body shape, 169–172
further animation, 173
walking animation, 165–169
what is a, 165
Apple II
computer profile, 55–56
introduction to programming, 101–103
Applesoft, 102
Architecture, 11–12
Area, programming, 161
Art, computer graphics in, 17
ASCII byte, 26
Assembly, industrial, 17
Atari
400 computer profile, 57–58
800 computer profile, 59–60
Automobiles, computer graphics in, 16
B
Balls, Pong game, 146–147
Bally computer profile, 61–62
Black shapes on white backgrounds, 135
Block graphics characters, 38
Body shape, adding a, 169–172
Borders, programming, 113
Bouncing, Pong games, 148–149
Boxes and rectangles, Programming, 115–120
C
Calma GDS–II system, 98
Cameras, digital, 88
Cartesian equations, 103–109
Character
generator ROM, 31–37
graphics, expanding a ROM for, 37–38
Chromatic CG series, 84–85
Circles, programming, 122–123
Color
adding to the display, 39
encoding and decoding, 39
evaluating, 50
graphics display, ultimate, 40–43
painting, 162
Comparisons, screen, 177–179
Compucolor II computer profile, 69–70
Computer
aided design, 163–164
graphics, 94–96
graphics manufacturers, 174–176
COSMAC VIP computer profile, 73–74
D
Density, screen, 50–51
Design, computer–aided, 17
Detailed drawing and digitizing tables, 155–164
area, 161
color painting, 162
computer aided design, 163–164
digitize raw coordinates, 160–161
distance, 161
drawing, 162–163
graphics input devices, 156–157
music, 162
Talos digitizing table, 157–158
using a digitizing table
Talos demo, 160
with BASIC, 158–160
Diagonal lines, programming, 114
Digital
cameras, 88
plotters, 86–87
Digitizers, image, 88–90
Digitizing table
and detailed drawing, 155–164
description, 85, 156
Talos, 157–158, 160
using with BASIC, 158–160
Display, hardware, high–density, 45–48
Distance on digitizing table, 161
Drawing and digitizing table, 162–163
E
Ecology, teaching, 15
Education, graphics computers in, 14–15
Electronics, teaching, 14
Elementary gaming figures, 123–126
Equations, programming, 103–113
Cartesian, 103–109
polar, 109–113
Evaluating color, density, and screen format, 48–52
color, 50
density, screen, 50–51
screen format, 51–52
Expanding a ROM for character graphics, 37–38
Explode program, 141
F
Falling program, 143–144
Flasher program, 144
Format, screen, 51–52
Fun and games, computer graphics in, 18–21
G
Games
and fun, 18–21
BASEBALL, 19
LIFE EXPECTANCY, 20
PONG, 19
PSYCHOTHERAPY, 20–21
Star Trek, 18–19
TANK, 19
US MAP, 19–20
Gaming figures, programming, 123–135
black shapes on white backgrounds, 135
elementary, 123–126
making a shape, 129–132
moving the shape, 126–127
paddle control of SCALE and ROTation, 134–135
shape position, 132–134
shape table, 127–129
Graphics
accessories, 85
art with shape tables, 137–145
computer, 28–29
hardcopy tty, 96–98
how hard to get into, 21–24
input devices, 156–157
programming, 101–173
detailed drawing and digitizing tables, 155–164
area, 161
color painting, 162
computer aided design, 163–164
digitize raw coordinates, 160–161
distance, 161
drawing, 162–163
graphics input devices, 156–157
music, 162
Talos digitizing table, 157–158
using a digitizing table: Talos demo, 160
using a digitizing table with BASIC, 158–160
gaming figures, 123–135
black shapes on white background, 135
elementary, 123–126
making a shape, 129–132
moving a shape, 126–127
Graphics—cont
programming gaming figures
paddle control of SCALE and ROTation, 134–135
paddle control of shape position, 132–134
shape table, 127–129
introduction to the Apple, 101–103
Applesoft, 102
graphics keywords, 102–103
line drawing, 113–114
borders, 113
boxes and rectangles, 115–120
circles, 122–123
diagonal lines, 114
regular polygons, 120–122
triangles, 120
mandalas and computer art, 135–145
graphics art with shape tables, 137–145
simple vector graphics art, 137
moving figure animation, 164–173
adding a body shape, 169–172
further animations, 173
walking animation, 165–169
what is a, 165
plotting, 103–113
Cartesian equations, 103–109
polar equations, 109–113
writing Pong games in BASIC, 145–155
balls, 146–147
bouncing, 148–149
noises, 154
paddles, 150–152
playfield, 145–146
programming the update loop, 147–148
scorekeeping, 154–155
spinning and expanding the ball, 152–154
theory of play, 155
velocities and angles, 147
non–ROM, 38–40
screen dump printers, 94–96
shape, 53
software and language statements, 52–53
stroke, and raster scan, 25–28
H
Hardcopy tty graphics, 96–98
Hardware, high–density display, 45–48
Health, computer aid, 12–13
High–cost graphics computers, 77–85
Chromatics CG series, 84–85
HP 2648, 79
High—cont
Picture System II, 77–78
Tektronix 4027, 82–83
Tektronix 4051, 80–81
density display hardware, 45–48
HP 2648 computer profile, 79
I
Image digitizers, 88–90
Industry, computer graphics in, 16–17
Intercolor 8001, 67–68
K
Keyboard entry, 156
Keywords, graphics, 102–103
L
Language statements and software, graphics, 52–53
Light pen, 17, 156
Line
drawing, programming, 113–114
borders, 113
boxes and rectangles, 115–120
circles, 122–123
diagonal lines, 114
regular polygons, 120–122
triangles, 120
graphics characters, 38
Low–cost graphics computers, 54–76
Apple II, 55–56
Atari 400, 57–58
Atari 800, 59–60
Bally, 61–62
Compucolor II, 69–70
COSMAC VIP, 73–74
Intercolor 8001, 67–68
PET 2001, 63–64
Sorcerer, 65–66
TI–99/4, 75–76
M
Mandala, 50
Mandalas and computer art, 135–145
graphics art with shape tables, 137–145
simple vector graphics art, 137
Manufacturers, computer graphics, 174–176
Mathematics, teaching, 14
Matrix, character, 31–33
Memory–mapped video, 29–31
partitioning, 43–45
Motion pictures, computers for, 13
Mouse, 17
Moving figure animation, 164–173
Music, digitizing table and, 162
N
NASA, 11
Noises (audio output), Pong games, 154
Non–ROM graphics, 38–40
P
Paddle control, gaming figures of SCALE and ROTation, 134–135
of shape position, 132–134
Paddles, Pong games, 150–152
Partitioning, memory, 43–45
Perspectives, 9–24
how hard to get into graphics, 21–24
what is a graphics computer, 10–11
what is possible today, 14–21
art, 17
education, 14–15
fun and games, 18–21
industry, 16–17
what's been going on, 11–13
PET 2001 computer profile, 63–64
Physics, teaching, 14
Picture System II computer profile, 77–78
Playfield, Pong games, 145–155
Plotters, digital, 86–87
Plotting equations, programming, 103–113
Cartesian, 103–109
polar, 109–113
Polar equations, 109–113
Polygons, programming, 120–122
Pong games, writing in BASIC, 145–155
balls, 146–147
bouncing, 148–149
noises, 154
paddles, 150–152
playfield, 145–146
programming the update loop, 147–148
scorekeeping, 154–155
spinning and expanding the ball, 152–154
theory of play, 155
velocities and angles, 147
Printers, graphics screen dump, 94–96
Probability Machine, 51
Product profiles, 54–85
high–cost graphics computers, 77–85
Chromatics CG series, 84–85
HP 2648, 79
Picture System II, 77–78
Tektronix 4027, 82–83
Tektronix 4051, 80–81
Product profiles—cont
low-cost graphics computers, 54–76
Apple II, 55–56
Atari 400, 57–58
Atari 800, 59–60
Bally, 61–62
Compucolor II, 69–70
COSMAC VIP, 73–74
Intercolor 8001, 67–68
PET 2001, 63–64
Sorcerer, 65–66
TI–99/4, 75–76
TRS–80, 71–72
Programming, graphics, 101–173
detailed drawing and digitizing tables, 155–164
area, 161
color painting, 162
computer aided design, 163–164
digitize raw coordinates, 160–161
distance, 161
drawing, 162–163
graphics input devices, 156–157
music, 162
Talos digitizing table, 157–158
using a digitizing table with BASIC, 158–160
Talos demo, 160
gaming figures, 123–135
black shapes on white background, 135
elementary, 123–126
making a shape, 129–132
moving a shape, 126–127
paddle control of SCALE and ROTation, 134–135
shape position, 132–134
shape table, 127–129
introduction to the Apple, 101–103
Applesoft, 102
graphics, keywords, 102–103
line drawing, 113–114
borders, 113
boxes and rectangles, 115–120
circles, 122–123
diagonal lines, 114
regular polygons, 120–122
triangles, 120
mandalas and computer art, 135–145
graphics art with shape tables, 137–145
simple vector graphics art, 137
moving figure animation, 164–173
adding a body shape, 169–172
further animations, 173
walking animation, 165–169
what is a, 165
Programming, graphics—cont
plotting, 103–113
Cartesian equations, 103–109
polar equations, 109–113
writing Pong games in BASIC, 145–155
balls, 146–147
bouncing, 148–149
noises, 154
paddles, 150–152
playfield, 145–146
programming the update loop, 147–148
scorekeeping, 154–155
spinning and expanding the ball, 152–154
theory of play, 155
velocities and angles, 147
Pseudo–graphics, 54
R
Raster scan and stroke graphics, 25–28
Raw coordinates, digitize, 160–161
Regular polygons, programming, 120–122
Retro–graphics, 90–94
Right triangles, programs for, 119 ROM
character generator, 31–37
expanding for character graphics, 37–38
Rose curve, 112
Rotating fan program, 136
S
Scorekeeping, Pong games, 154–155
Screen
comparisons, 177–179
density, 50–51
dump printers, graphics, 94–96
format, 51–52
Shape
gaming figure
black on white background, 135
making a, 129–132
moving the, 126–127
graphics, 53
table, gaming figures, 127–129
Slinky program, 138
Software and language statements, graphics, 52–53
Sorcerer computer profile, 65–66
Snowflake program, 143
Spinning and expanding ball, Pong games, 152–154
Statements, vector graphics, 53
Stroke graphics and raster scan, 25–28
T
Table, digitizing, see Digitizing table
Talos digitizing table, 157-158
Tektronix
4027 computer profile, 82-83
4051 computer profile, 80-81
TI-99/4 computer profile, 75-76
Triangles, programming, 120
TRS-80 computer profile, 71-72
Tty graphics, hardcopy, 96-98
U
Ultimate color graphics display, 40-43
Update loop, Pong games, programming, 147-148
V
Vector graphics
art, simple, 137
description, 26
statements, 53
Velocities and angles, Pong games, 147
Video
display generator (vdg), 41-43
memory-mapped, 29-31
Vortex program, 142
W
Walking animation, 165-169
Writing Pong games in BASIC, 145-155
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