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    <title>Graphics on [BETA] NCoT Tech</title>
    <link>https://beta.ncot.uk/tags/graphics/</link>
    <description>Recent content in Graphics on [BETA] NCoT Tech</description>
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    <lastBuildDate>Fri, 23 Oct 2026 13:56:58 +0100</lastBuildDate>
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    <item>
      <title>From Triangles to Pixels the Magic Behind 3D Graphics</title>
      <link>https://beta.ncot.uk/videos/from-triangles-to-pixels---the-magic-behind-3d-graphics/</link>
      <pubDate>Tue, 31 Mar 2026 20:23:54 +0100</pubDate>
      <guid>https://beta.ncot.uk/videos/from-triangles-to-pixels---the-magic-behind-3d-graphics/</guid>
      <description>Every frame of a 3D game you’ve ever seen ultimately reduces to pixels written into memory. No matter how fast the GPU or how impressive the graphics, it all comes down to plotting pixels on the screen. Today we’re taking a short look at how triangles get turned into pixels. It seems easy enough, but this is something early software 3D had to do by hand, and something modern GPUs are doing all the…

#Graphics</description>
    </item>
    <item>
      <title>Triangle Rasterisation</title>
      <link>https://beta.ncot.uk/blog-posts/triangle-rasterisation/</link>
      <pubDate>Thu, 12 Mar 2026 11:31:02 +0000</pubDate>
      <guid>https://beta.ncot.uk/blog-posts/triangle-rasterisation/</guid>
      <description>These are some notes on how to manually draw triangles in code. Possibly useful if you’re trying to write your own software renderer, or are just curious how it works.

#Graphics</description>
    </item>
    <item>
      <title>Re Discovering 3D Graphics the Way Early Games Did</title>
      <link>https://beta.ncot.uk/videos/re-discovering-3d-graphics-the-way-early-games-did/</link>
      <pubDate>Sat, 28 Feb 2026 14:37:39 +0000</pubDate>
      <guid>https://beta.ncot.uk/videos/re-discovering-3d-graphics-the-way-early-games-did/</guid>
      <description>This video is my journey through learning how early games drew 3D graphics before 3D APIs and modern GPUs existed. In fact, before old 3D APIs like OpenGL and old GPUs existed, too.

#Graphics</description>
    </item>
    <item>
      <title>Retro Gamedev Is Hard</title>
      <link>https://beta.ncot.uk/videos/retro-gamedev-is-hard/</link>
      <pubDate>Sat, 28 Feb 2026 14:36:56 +0000</pubDate>
      <guid>https://beta.ncot.uk/videos/retro-gamedev-is-hard/</guid>
      <description>Welcome to the next edition of Gamedev The Hard Way, my attempt at writing a game from scratch for the Agon Light, using nothing but C. This time I create a tilemap system.

#AgonLight #Sprites #RetroComputing #GameDev</description>
    </item>
    <item>
      <title>The Reason You Quit Coding Projects   and What to Do About It</title>
      <link>https://beta.ncot.uk/videos/the-reason-you-quit-coding-projects---and-what-to-do-about-it/</link>
      <pubDate>Thu, 21 Aug 2025 18:45:17 +0100</pubDate>
      <guid>https://beta.ncot.uk/videos/the-reason-you-quit-coding-projects---and-what-to-do-about-it/</guid>
      <description>In this video, I dive headfirst into coding a tilemap engine for my game — no plan, just pure momentum. Everything seems to go great… until I slam into a brick wall: I have no idea how to actually integrate it into my game.

#Sprites #Graphics #Programming</description>
    </item>
    <item>
      <title>My Game Engine Has a Fatal Flaw - Here&#39;s How I Found It : #Gamedev the Hard Way</title>
      <link>https://beta.ncot.uk/videos/my-game-engine-has-a-fatal-flaw--heres-how-i-found-it-gamedev-the-hard-way/</link>
      <pubDate>Mon, 21 Apr 2025 08:10:43 +0100</pubDate>
      <guid>https://beta.ncot.uk/videos/my-game-engine-has-a-fatal-flaw--heres-how-i-found-it-gamedev-the-hard-way/</guid>
      <description>Welcome to the next edition of Gamedev The Hard Way. This time I’m programming some basic enemy behaviours to test out my game’s entity handling code. Things don’t go to plan however and I discover some quite major problems with the physics and tilemap code.

#Sprites #GameDev #Graphics #Programming</description>
    </item>
    <item>
      <title>Stealing Ideas From Doom</title>
      <link>https://beta.ncot.uk/projects/helios/stealing-ideas-from-doom/</link>
      <pubDate>Sat, 19 Apr 2025 21:10:09 +0100</pubDate>
      <guid>https://beta.ncot.uk/projects/helios/stealing-ideas-from-doom/</guid>
      <description>Part of the fun of making a game from scratch is desinging the systems that run in the background. This time I accidentally try to program a cooperative multitasking operating system. But it’s OK, this is how you do this sort of thing…

#Sprites #Graphics #OperatingSystems</description>
    </item>
    <item>
      <title>MS DOS Programming the Mode X Deviation</title>
      <link>https://beta.ncot.uk/videos/ms-dos-programming---the-mode-x-deviation/</link>
      <pubDate>Sat, 29 Mar 2025 23:14:27 +0000</pubDate>
      <guid>https://beta.ncot.uk/videos/ms-dos-programming---the-mode-x-deviation/</guid>
      <description>After learning about Mode 13h last time, I’ve been digging about in the ancient tomes of wisdom and discovered Mode-X. Let’s make a PC’s VGA card do odd things it was never designed for.

#MSDOS #VGA #RetroComputing #Graphics</description>
    </item>
    <item>
      <title>Mode X Madness</title>
      <link>https://beta.ncot.uk/projects/dosdev/mode-x-madness/</link>
      <pubDate>Sat, 22 Mar 2025 14:35:37 +0000</pubDate>
      <guid>https://beta.ncot.uk/projects/dosdev/mode-x-madness/</guid>
      <description>After learning about Mode 13h last time, I’ve been digging about in the ancient tomes of wisdom and discovered Mode-X. Let’s make a PC’s VGA card do odd things it was never designed for.

#MSDOS #VGA #RetroComputing #Graphics</description>
    </item>
    <item>
      <title>Can I Program VGA Graphics in MS DOS? (Watch Me Struggle!)</title>
      <link>https://beta.ncot.uk/videos/can-i-program-vga-graphics-in-ms-dos-watch-me-struggle/</link>
      <pubDate>Mon, 10 Mar 2025 21:24:25 +0000</pubDate>
      <guid>https://beta.ncot.uk/videos/can-i-program-vga-graphics-in-ms-dos-watch-me-struggle/</guid>
      <description>Let’s move into the 1990s and draw some graphics! I’ve got a whole 320x200 pixel screen, 256 colours and direct access to the video card. No APIs, no helper functions. Just me and the video RAM.

#MSDOS #VGA #RetroComputing #Graphics</description>
    </item>
    <item>
      <title>Davinci Resolve Proxy Files</title>
      <link>https://beta.ncot.uk/blog-posts/davinci-resolve-proxy-files/</link>
      <pubDate>Thu, 06 Mar 2025 21:30:39 +0000</pubDate>
      <guid>https://beta.ncot.uk/blog-posts/davinci-resolve-proxy-files/</guid>
      <description>It turns out making proxy files is quite important when editing video across your LAN. Don’t edit video across your LAN, it ends in tears and frustration.

#Graphics #Networking #VideoProduction</description>
    </item>
    <item>
      <title>Fixing the PC BIOS Boot Screen Recreation</title>
      <link>https://beta.ncot.uk/projects/dosdev/lets-recreate-a-90s-pc-bios-boot-screen-part2/</link>
      <pubDate>Sun, 23 Feb 2025 12:48:31 +0000</pubDate>
      <guid>https://beta.ncot.uk/projects/dosdev/lets-recreate-a-90s-pc-bios-boot-screen-part2/</guid>
      <description>Thanks to @hobbified on YouTube, making the EPA logo look correct was quite straight forward…

#MSDOS #VGA #RetroComputing #Graphics</description>
    </item>
    <item>
      <title>Tilemap Game Engine Development - Agon Light C Programming</title>
      <link>https://beta.ncot.uk/videos/tilemap-game-engine-development-agon-light-c-programming/</link>
      <pubDate>Thu, 24 Oct 2024 14:32:42 +0000</pubDate>
      <guid>https://beta.ncot.uk/videos/tilemap-game-engine-development-agon-light-c-programming/</guid>
      <description>In this video, I’ll show you how I built a tilemap system from scratch in C for the Agon Light, and integrated it into my existing game engine. Getting the physics engine to handle collisions with the tilemap was no easy task, but I’ll walk you through how I made it work. On top of that, I explore some game design, sketching out ideas for where the game is…

#AgonLight #CProgramming #Sprites #GameDev</description>
    </item>
    <item>
      <title>Stealing the Secrets of the NES - Agon Light Tilemaps in C</title>
      <link>https://beta.ncot.uk/videos/stealing-the-secrets-of-the-nes-agon-light-tilemaps-in-c/</link>
      <pubDate>Mon, 27 May 2024 15:19:47 +0000</pubDate>
      <guid>https://beta.ncot.uk/videos/stealing-the-secrets-of-the-nes-agon-light-tilemaps-in-c/</guid>
      <description>Early computers weren’t powerful enough to draw full-screen moving graphics, so they had to use clever tricks. Let’s explore how Nintendo’s techniques for creating tile-based games on the NES can be applied to modern hardware. Using these methods, I built a scrolling tilemap system for the Agon Light using C programming.

#AgonLight #CProgramming #Nintendo #Sprites</description>
    </item>
    <item>
      <title>Programming Bitmap Graphics - Agon Light using C</title>
      <link>https://beta.ncot.uk/videos/programming-bitmap-graphics-agon-light-using-c/</link>
      <pubDate>Sun, 12 May 2024 08:22:13 +0000</pubDate>
      <guid>https://beta.ncot.uk/videos/programming-bitmap-graphics-agon-light-using-c/</guid>
      <description>The end result is a fairly pretty scrolling text routine that demonstrates how to draw multiple bitmaps to the Agon Light’s display using VDP commands. This builds on my previous Agon Light C Programming video where I explained how the Agon Light’s screen works, and how to draw lines and shapes.

#AgonLight #CProgramming #RetroComputing #Graphics</description>
    </item>
    <item>
      <title>Programming Windows Screensavers - Agon Light Graphics Programming</title>
      <link>https://beta.ncot.uk/videos/programming-windows-screensavers-agon-light-graphics-programming/</link>
      <pubDate>Fri, 26 Apr 2024 22:30:02 +0000</pubDate>
      <guid>https://beta.ncot.uk/videos/programming-windows-screensavers-agon-light-graphics-programming/</guid>
      <description>My aim is not to simply program the Agon Light by cloning the Windows 3.11 screensavers, but to learn how to program the Agon Light at all. Ultimately I want to learn how to program games for the Agon Light.

#AgonLight #BBCMicro #RetroComputing #Graphics</description>
    </item>
    <item>
      <title>Agon Light Graphics Tests</title>
      <link>https://beta.ncot.uk/projects/agon-light/agon-light-graphics-tests/</link>
      <pubDate>Tue, 26 Mar 2024 15:30:06 +0000</pubDate>
      <guid>https://beta.ncot.uk/projects/agon-light/agon-light-graphics-tests/</guid>
      <description>It’s the Easter holidays and I’ve got two weeks off work. Amongst highly exciting things like weeding the garden and waiting for a new washing machine to be delivered, I’m doing some programming.

#AgonLight #RetroComputing #Graphics</description>
    </item>
    <item>
      <title>Setting up MSYS2 and LibSDL2 for graphics programming in Windows</title>
      <link>https://beta.ncot.uk/blog-posts/setting-up-msys2-and-libsdl2-for-graphics-programming-in-windows/</link>
      <pubDate>Thu, 17 Nov 2022 22:14:42 +0000</pubDate>
      <guid>https://beta.ncot.uk/blog-posts/setting-up-msys2-and-libsdl2-for-graphics-programming-in-windows/</guid>
      <description>I’m starting a graphics based project, and decided to use SDL2 in Windows. This meant setting up a development environment. Here’s some notes on how I set up MSYS2, VS Code and LibSDL2.

#CProgramming #SDL2 #Windows #GameDev</description>
    </item>
    <item>
      <title>Who Debugs the Debuggers</title>
      <link>https://beta.ncot.uk/blog-posts/who-debugs-the-debuggers/</link>
      <pubDate>Sun, 04 Sep 2022 21:20:36 +0000</pubDate>
      <guid>https://beta.ncot.uk/blog-posts/who-debugs-the-debuggers/</guid>
      <description>What do you do when you’re trying to debug code, but your debugging isn’t working, and you need to debug your debugger?

#Sprites #Graphics #Programming</description>
    </item>
    <item>
      <title>ZX Spectrum Next Hardware Sprites Overview</title>
      <link>https://beta.ncot.uk/videos/zx-spectrum-next-hardware-sprites-overview/</link>
      <pubDate>Thu, 19 Aug 2021 12:37:23 +0000</pubDate>
      <guid>https://beta.ncot.uk/videos/zx-spectrum-next-hardware-sprites-overview/</guid>
      <description>An overview of the Spectrum Next’s hardware sprites

#SpectrumNext #ZXSpectrum #Sprites #RetroComputing</description>
    </item>
    <item>
      <title>Devlog 02 - Layer 2 Graphics</title>
      <link>https://beta.ncot.uk/videos/devlog-02-layer-2-graphics/</link>
      <pubDate>Thu, 18 Mar 2021 12:37:23 +0000</pubDate>
      <guid>https://beta.ncot.uk/videos/devlog-02-layer-2-graphics/</guid>
      <description>An overview of the Spectrum Next’s Layer 2 bitmap display

#SpectrumNext #ZXSpectrum #RetroComputing #Graphics</description>
    </item>
    <item>
      <title>Quazar Graphic OLED Display - Real Pixels for your RC2014</title>
      <link>https://beta.ncot.uk/videos/quazar-graphic-oled-display-real-pixels-for-your-rc2014/</link>
      <pubDate>Sat, 06 Feb 2021 17:00:00 +0000</pubDate>
      <guid>https://beta.ncot.uk/videos/quazar-graphic-oled-display-real-pixels-for-your-rc2014/</guid>
      <description>I found a real bitmap display for the RC2014 and here’s how I made it work.

#RC2014 #Z80 #RetroComputing #Graphics</description>
    </item>
    <item>
      <title>Microstudio.dev Game Programming</title>
      <link>https://beta.ncot.uk/blog-posts/microstudio-dev-game-programming/</link>
      <pubDate>Sun, 06 Dec 2020 11:14:42 +0000</pubDate>
      <guid>https://beta.ncot.uk/blog-posts/microstudio-dev-game-programming/</guid>
      <description>How I wrote a game in a week using just my web browser.

#Sprites #Graphics #Programming</description>
    </item>
    <item>
      <title>How I Became a better Computer Science teacher</title>
      <link>https://beta.ncot.uk/videos/how-i-became-a-better-computer-science-teacher/</link>
      <pubDate>Fri, 18 Sep 2020 17:48:06 +0000</pubDate>
      <guid>https://beta.ncot.uk/videos/how-i-became-a-better-computer-science-teacher/</guid>
      <description>How writing code for a 40 year old computer made me a better computer science teacher.

#Sprites #Graphics #Programming</description>
    </item>
    <item>
      <title>Shadertoy 3 Raymarching</title>
      <link>https://beta.ncot.uk/blog-posts/shadertoy-3-raymarching/</link>
      <pubDate>Wed, 27 May 2020 21:07:21 +0000</pubDate>
      <guid>https://beta.ncot.uk/blog-posts/shadertoy-3-raymarching/</guid>
      <description>Let’s draw a lit 3D scene without defining any 3D objects. Yeah no it confused me too.

#Shadertoy #Graphics</description>
    </item>
    <item>
      <title>Shadertoy 2 Sinewaves</title>
      <link>https://beta.ncot.uk/blog-posts/shadertoy-2-sinewaves/</link>
      <pubDate>Tue, 26 May 2020 20:34:26 +0000</pubDate>
      <guid>https://beta.ncot.uk/blog-posts/shadertoy-2-sinewaves/</guid>
      <description>Today I figured out how to draw a line, and then make it wiggle using some basic maths.

#Shadertoy #Graphics</description>
    </item>
    <item>
      <title>Shadertoy 1 - Mandelbrot</title>
      <link>https://beta.ncot.uk/blog-posts/shadertoy-1-mandelbrot/</link>
      <pubDate>Mon, 25 May 2020 15:13:03 +0000</pubDate>
      <guid>https://beta.ncot.uk/blog-posts/shadertoy-1-mandelbrot/</guid>
      <description>Let’s spend this week learning about GLSL and making fancy images from code. The first one, a nice computationally intensive fractal.

#Shadertoy #Graphics</description>
    </item>
    <item>
      <title>Reading Mice and Joysticks on the Spectrum Next using C</title>
      <link>https://beta.ncot.uk/blog-posts/reading-mice-and-joysticks-on-the-spectrum-next-using-c/</link>
      <pubDate>Sat, 18 Apr 2020 21:22:32 +0000</pubDate>
      <guid>https://beta.ncot.uk/blog-posts/reading-mice-and-joysticks-on-the-spectrum-next-using-c/</guid>
      <description>Today’s lesson in curing headaches by banging your head on the wall until they stop involves joysticks and mice. This is a bit technical, so ensure your seat back and tray table are in the upright and locked position. Please keep all arms inside the ride at all times.

#SpectrumNext #CProgramming #Sprites #RetroComputing</description>
    </item>
    <item>
      <title>Gameboy Advance Dev Workflow in 2020</title>
      <link>https://beta.ncot.uk/blog-posts/gameboy-advance-dev-workflow-in-2020/</link>
      <pubDate>Sun, 01 Mar 2020 08:35:57 +0000</pubDate>
      <guid>https://beta.ncot.uk/blog-posts/gameboy-advance-dev-workflow-in-2020/</guid>
      <description>How to write GameBoy Advance (GBA) homebrew using modern tools and systems in 2020. Compilers, editors, debugging and more! This isn’t the definitive way of doing things, but it’s a way that seems to work for me. Also you might read this and think it a bit convoluted and full on. I didn’t create it all in one go, it’s a workflow that has evolved over time.

#Nintendo #Windows #Sprites #Linux</description>
    </item>
    <item>
      <title>Text printing using bitmap characters in C&#43;&#43; and SDL</title>
      <link>https://beta.ncot.uk/blog-posts/text-printing-using-bitmap-characters-in-c-and-sdl/</link>
      <pubDate>Mon, 04 Feb 2019 22:13:22 +0000</pubDate>
      <guid>https://beta.ncot.uk/blog-posts/text-printing-using-bitmap-characters-in-c-and-sdl/</guid>
      <description>Back in the mists of history, sometime around the 90s it was quite common for games and demos to display text on the screen. Since we’re talking about old computers with barely any usable RAM, the text was stored as images. A giant single image with every character placed within it. To display words programmers had to be a bit inventive. That’s the topic of today’s post.

#CPlusPlus #SDL2 #GameDev #Graphics</description>
    </item>
    <item>
      <title>Odroid Go Graphics Programming</title>
      <link>https://beta.ncot.uk/blog-posts/odroid-go-graphics-programming/</link>
      <pubDate>Mon, 30 Jul 2018 21:16:30 +0000</pubDate>
      <guid>https://beta.ncot.uk/blog-posts/odroid-go-graphics-programming/</guid>
      <description>Making a microcontroller produce graphics is very similar to making an old 8 or 16 bit computer draw images. They both have small screens, not much RAM and not enough CPU power to draw all the screen all the time.

#ESP32 #Sprites #Graphics #Programming</description>
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