HackerTube
HomeLongsLikedHistoryWatch laterCategoriesPlaylistsSettings

Atari's Quadrascan Explained

Retro Game Mechanics Explained3 HN recommenders · recommended in 4 months, 2021-2026
YouTube
239K views · 5 years ago · explainer · evergreen

Retro Game Mechanics Explained dissects how Atari's Quadrascan vector displays and vector generator hardware drew games like Asteroids and Tempest.

Recommended whenever Atari vector games come up as an excellent, deep technical explanation of how they worked.

Game history & retro gamingComputer graphics & renderingAudio & video engineering#quadrascan#vectormonitors#atari#tempest#retrohardware

7 comments from Hacker News

@msarnoff2026 · in “Unseen Footage of Atari Battlezone Arcade Cabinet Production”

Retro Game Mechanics Explained has a video about how the Asteroids vector generator worked and was coded for: ▶ this video Battlezone and later 3D games used different circuitry that generated vectors with analog circuitry and used a “math box” coprocessor based on Am2901 bit slice ALUs to help with the 3D math.

CitesView on HN
@aquova2023 · in “Atari Tempest: Time-Lapse Photography (2016)”

If anyone is interested further in how vector effects were achieved, there is a good video showing the rendering of frames of Tempest in slow motion [0]. And if you're really interested in how vector effects were achieved, here's another that goes into the nitty gritty of how Tempest encoded point, line, color, etc. data in RAM and then rendered those images [1]. [0] link [1] ▶ this video

RecommendsView on HN
@derefr2023 · in “Internet Archive expands Flash support”

To be clear, I didn't (exactly) mean that the author of a Flash animation has to think in terms of creating a "demoscene demo." I rather meant that the Flash abstract machine is designed to primarily do the types of thing that demoscene demos do — i.e. to use vectors and gradient fills and clipping masks to achieve procedural visual effects. You could say that the SWF abstract machine has a "demoscene-alike Instruction Set Architecture." Most of the work of figuring out how to achieve particular visual effects on that abstract machine, though, is domain-knowledge built into the "Flash compiler" of the authoring tool. In my previous post, I emphasized Flash as a distribution format for a reason. While the authoring tools (and the .FLA project format) do work with clean abstractions of a timeline with keyframes and tweens (and objects with their own swappable animations that have their own sub-timelines), the .SWF export format bakes all that down into an imperative program for an abstract machine whose primitive opcodes involve defining and moving around (potentially texture-filled) vector objects on a canvas. Writing SWF bytecode directly, would be similar to programming against a retained-mode fixed-function graphics API like OpenGL — just without any 3D support. In other words, it would be like writing a demoscene demo. Or, to put that another way: the .SWF export format is basically a cousin of PostScript, but with a finishRenderAndWaitForNextFrame command, and the ability

CitesView on HN
@Bluecobra2023 · in “Is the Living Computer Museum Dead?”

I love the Atari vector games! There’s an excellent video by Retro Game Mechanics Explained on how they work: ▶ this video Recently I stumbled on some Tektronix videos on YouTube. Those vector displays are even more mind blowing than Atari’s arcade games. I hope I can get to see one in person someday.

Strongly recommendsView on HN
@Bluecobra2022 · in “Raw footage inside Sears with Atari 800 and 2600 (1982) [video]”

Also the Retro Game Mechanics Explained channel on YouTube has a very well put together video about this as well: ▶ this video

RecommendsView on HN
@DerekL2021 · in “Ask HN: Which vintage computers do you find interesting?”

After watching a video ( ▶ this video ), I starting thinking about writing for Atari’s “Quadrascan” vector graphics arcade machines. I wondered if they could play a primitive first-person shooter. You’d need to clip the drawing of partially-occluded objects, either by designing them in some clever way, or by adding clipping support to the hardware. The easiest way to get started would be an emulator.

CitesView on HN
@jameshart2021 · in “Vector Games 32c3”

This is a great look at the hardware and of vector display - if you want to get a good in-depth understanding of how Atari's original vector graphics display systems worked from the software side, though, Retro Game Mechanics on YouTube did an incredible deep dive into how it all worked, including emulating the vector instruction sets and step-by stepping through complete frame renders from Tempest. ▶ this video

RecommendsView on HN
Racing the Beam Explained - Atari 2600 CPU vs. CRT Television38:26

Racing the Beam Explained - Atari 2600 CPU vs. CRT Television

Retro Game Mechanics Explained
400K views • 5 years ago
How "oldschool" graphics worked Part 1 - Commodore and Nintendo7:08

How "oldschool" graphics worked Part 1 - Commodore and Nintendo

The 8-Bit Guy
5.7M views • 11 years ago
Quake on an oscilloscope3:28

Quake on an oscilloscope

pekkavaa
2.5M views • 11 years ago
Atari XL/XE - Rescue on Fractalus [Lucasfilm Games] 19855:14

Atari XL/XE - Rescue on Fractalus [Lucasfilm Games] 1985

StaxX28
136K views • 19 years ago
what did you do22:13

what did you do

Noodle
1.5M views • 11 months ago
The History of 3D Graphics on the Gameboy Advance | minimme34:29

The History of 3D Graphics on the Gameboy Advance | minimme

minimme
667K views • 6 years ago
Raycasting engine in Factorio (vanilla 0.17) - Facto-RayO v1.013:09

Raycasting engine in Factorio (vanilla 0.17) - Facto-RayO v1.0

arrow in my gluteus maximus
1M views • 7 years ago
CGA Graphics - Not as bad as you thought!11:27

CGA Graphics - Not as bad as you thought!

The 8-Bit Guy
2.4M views • 10 years ago
I wrote a Raytracer for DOS, 16 VGA colors15:00

I wrote a Raytracer for DOS, 16 VGA colors

Bisqwit
905K views • 15 years ago
NVIDIA RTX Real-Time Ray Tracing Tech Demo From Remedy Entertainment1:46

NVIDIA RTX Real-Time Ray Tracing Tech Demo From Remedy Entertainment

NVIDIA GeForce
497K views • 8 years ago
HandmadeCon 2016 - History of Software Texture Mapping in Games1:22:13

HandmadeCon 2016 - History of Software Texture Mapping in Games

Molly Rocket
15K views • 9 years ago
SGI IRIS 2400 (1985)5:51

SGI IRIS 2400 (1985)

VintageCG
122K views • 16 years ago
elevated by Rgba & TBC | 4k intro (FullHD 1080p demoscene demo)3:36

elevated by Rgba & TBC | 4k intro (FullHD 1080p demoscene demo)

Demoscene High-Quality Videos (Annikras)
317K views • 15 years ago
Exclusive: Metro Exodus Enhanced Edition Analysis - The First Triple-A Game Built Around Ray Tracing40:45

Exclusive: Metro Exodus Enhanced Edition Analysis - The First Triple-A Game Built Around Ray Tracing

Digital Foundry
915K views • 5 years ago
Faking RTX Global Illumination vs. RTX | 100% Ray-Traced Game, Pt 127:27

Faking RTX Global Illumination vs. RTX | 100% Ray-Traced Game, Pt 1

Gamers Nexus
260K views • 7 years ago
Why PlayStation 1 Graphics Warped and Wobbled so much | MVG12:36

Why PlayStation 1 Graphics Warped and Wobbled so much | MVG

Modern Vintage Gamer
2.3M views • 6 years ago
How a Laser-Shot Disk Defeats Hackers & Pirates (Coding Secrets)5:01

How a Laser-Shot Disk Defeats Hackers & Pirates (Coding Secrets)

GameHut
132K views • 8 years ago
How I implemented MegaTextures on real Nintendo 64 hardware8:51

How I implemented MegaTextures on real Nintendo 64 hardware

James Lambert
398K views • 3 years ago
Sonic behind waterfall - RetroArch shader comparison1:15

Sonic behind waterfall - RetroArch shader comparison

PenguinWeirdness
30K views • 9 years ago
Sparse Voxel Octree (SVO) Demo by Jon Olick4:45

Sparse Voxel Octree (SVO) Demo by Jon Olick

Zelexi
191K views • 17 years ago