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The Atari ST “unlimited bobs” trick (crews like ULM) sold 3D depth with pre-shaded circle sprites, depth order, and motion smear—no mesh, no texture pages from disk. Here each bob is a small offscreen canvas (highlight to transparent via Canvas 2D radial gradient) that the main loop stamps with drawImage at scaled size. World space is three independent sinusoids—Lissajous curves in X, Y, and Z—projected with simple perspective; bobs are sorted by depth and drawn far-to-near (painter’s algorithm). Instead of a hard clear every frame, a semi-transparent black fill blends the previous frame away so paths read as ribbons; reduced motion uses a full clear and a slower time step.