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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