(Source code and discussion at https://news.ycombinator.com/item?id=11848097 ; explanation at http://www.iquilezles.org/www/material/function2009/function... )
although the flight sim is a little more interesting from a technical perspective, since it's interactive and also not using the GPU to do most of the computation.
Also, despite the source code being obfuscated, observe that that "external symbols" which are still visible, e.g. XDrawLine, XSetForeground, etc. already give a pretty good overview of how it does what it does --- and in general, when reverse-engineering or analysing software, inspecting where the "black box" interacts with the rest of the world is an important part of understanding it.
Images and review at:
Is there a guide on how to start making one?
- learn how to program a computing device with some kind of visual (and audible too, ideally) output
- make the coolest looking (and sounding) thing you can get working
- show it off to other people, look at what they made, get inspired to do better
- return to step 2.
There are more details, of course - a lot of the "classic" demo effects depend on writing to a linear framebuffer, which isn't exactly how modern video APIs work - and there's all kinds of tricks that are only relevant to the particular hardware they were invented on - it's not impressive to break the C64's sprite limit on hardware that can draw a billion triangles a second.
My recommendation: find a way to draw pixels to a linear framebuffer (an HTML Canvas element, an SDL1.x Surface, even an OpenGL or Direct3D texture that you can render to a rectangle, if you can handle the complexity of those APIs), then go watch YouTube videos of classic 2D demos like Future Crew's "Unreal" and "Second Reality", and try to replicate those effects in your own framebuffer.
You may succeed, you may invent your own effects that you think look just as good. Once you've got some things that look good, you might want to try optimizing for code-size or speed or mixing two effects together in a surprising way.
And like any creative endeavour, the most important rule is: have fun.
Installed one package on NPM, installer finished, 690 new packages installed.
Probably better to get a set of programs like this to be from a diverse set of authors
And despite the seriously obfuscated nature, I only got three warnings on compilation.
Banks compiled down to 19kb (though dynamically linked), which is still fairly tiny (though much larger than the source code).
Now excuse me, I'm going to have some old school fun.
I'm sure python fans will disagree, but the fact that whitespace errors don't effect the correctness of C/C++ code is a feature in my book.
Go gets away with it because it ships with the official compiler tooling and most projects use it. C++ has 30 years of existing code that follows whatever convention was in vogue + whatever the individual preferred.