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graphics.html

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<!DOCTYPE html><html xmlns:dc="http://purl.org/dc/terms/" xmlns:og="http://ogp.me/ns#" ><head><meta http-equiv=Content-Type content="text/html; charset=utf-8"><title>Graphics and Music Challenges for Classic Computer Applications</title><meta name="citation_pdf_url" content="https://peteroupc.github.io/graphics.pdf"><meta name="citation_url" content="https://peteroupc.github.io/graphics.html"><meta name="citation_title" content="Graphics and Music Challenges for Classic Computer Applications"><meta name="dc.date" content="2025-12-10"><meta name="citation_date" content="2025/12/10"><meta name="citation_publication_date" content="2025/12/10"><meta name="citation_online_date" content="2025/12/10"><meta name="og:title" content="Graphics and Music Challenges for Classic Computer Applications"><meta name="og:type" content="article"><meta name="og:url" content="https://peteroupc.github.io/graphics.html"><meta name="og:site_name" content="peteroupc.github.io"><meta name="dc.format" content="text/html"><meta name="dc.language" content="en"><meta name="title" content="Graphics and Music Challenges for Classic Computer Applications"><meta name="dc.title" content="Graphics and Music Challenges for Classic Computer Applications"><meta name="twitter:title" content="Graphics and Music Challenges for Classic Computer Applications"><meta name="dc.creator" content="Peter Occil"/><meta name="author" content="Peter Occil"/><meta name="citation_author" content="Peter Occil"/><meta name="viewport" content="width=device-width"><link rel=stylesheet type="text/css" href="/style.css">
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<!DOCTYPE html><html xmlns:dc="http://purl.org/dc/terms/" xmlns:og="http://ogp.me/ns#" ><head><meta http-equiv=Content-Type content="text/html; charset=utf-8"><title>Graphics and Music Challenges for Classic Computer Applications</title><meta name="citation_pdf_url" content="https://peteroupc.github.io/graphics.pdf"><meta name="citation_url" content="https://peteroupc.github.io/graphics.html"><meta name="citation_title" content="Graphics and Music Challenges for Classic Computer Applications"><meta name="dc.date" content="2025-12-11"><meta name="citation_date" content="2025/12/11"><meta name="citation_publication_date" content="2025/12/11"><meta name="citation_online_date" content="2025/12/11"><meta name="og:title" content="Graphics and Music Challenges for Classic Computer Applications"><meta name="og:type" content="article"><meta name="og:url" content="https://peteroupc.github.io/graphics.html"><meta name="og:site_name" content="peteroupc.github.io"><meta name="dc.format" content="text/html"><meta name="dc.language" content="en"><meta name="title" content="Graphics and Music Challenges for Classic Computer Applications"><meta name="dc.title" content="Graphics and Music Challenges for Classic Computer Applications"><meta name="twitter:title" content="Graphics and Music Challenges for Classic Computer Applications"><meta name="dc.creator" content="Peter Occil"/><meta name="author" content="Peter Occil"/><meta name="citation_author" content="Peter Occil"/><meta name="viewport" content="width=device-width"><link rel=stylesheet type="text/css" href="/style.css">
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<script type="text/x-mathjax-config"> MathJax.Hub.Config({"HTML-CSS": { availableFonts: ["STIX","TeX"], linebreaks: { automatic:true }, preferredFont: "TeX" },
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tex2jax: { displayMath: [ ["$$","$$"], ["\\[", "\\]"] ], inlineMath: [ ["$", "$"], ["\\\\(","\\\\)"] ], processEscapes: true } });
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</script><script type="text/javascript" async src="https://cdnjs.cloudflare.com/ajax/libs/mathjax/2.7.5/MathJax.js?config=TeX-AMS_HTML-full"></script></head><body> <div class="header">
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<nav><p><a href="#navigation">Menu</a> - <a href="#top">Top</a> - <a href="/">Home</a></nav></div>
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<div class="mainarea" id="top">
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<h1 id="graphics-and-music-challenges-for-classic-computer-applications">Graphics and Music Challenges for Classic Computer Applications</h1><p>This version of the document is dated 2025-12-10.</p>
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<h1 id="graphics-and-music-challenges-for-classic-computer-applications">Graphics and Music Challenges for Classic Computer Applications</h1><p>This version of the document is dated 2025-12-11.</p>
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<p>The following are challenges I make to the computer community, relating to:</p>
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<li>The game uses no more than 16 million bytes of system memory at a time.</li>
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<li>The game uses no more than 655,360 bytes of system memory (plus 262,144 bytes of additional memory for graphics use only) at a time.<sup id="fnref:10"><a href="#fn:10" class="footnote" rel="footnote" role="doc-noteref">10</a></sup></li>
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<li>The game aims for a frame rate of 30 frames per second.</li>
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<li>The game’s graphics are rendered in software. That is, the rendering does not rely on a video card, a graphics accelerator chip, or the operating system’s graphics programming interface (such as GDI, OpenGL, or Direct3D) with the sole exception of sending a finished frame to the screen (such as through GDI’s <code>StretchDIBits</code> or copying to VGA’s frame buffer).</li>
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<li>The game’s graphics are rendered in software. That is, the rendering does not rely on a video card, a graphics accelerator chip, or the operating system’s graphics programming interface (such as GDI, OpenGL, or Direct3D) with the sole exception of sending a finished frame to the screen (such as through GDI’s <code>StretchDIBits</code> or copying to VGA’s video memory).</li>
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<li>The game’s graphics rendering employs only 32-bit and smaller integers and fixed-point arithmetic.<sup id="fnref:11"><a href="#fn:11" class="footnote" rel="footnote" role="doc-noteref">11</a></sup></li>
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</ul>
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graphics.md

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- The game uses no more than 16 million bytes of system memory at a time.
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- The game uses no more than 655,360 bytes of system memory (plus 262,144 bytes of additional memory for graphics use only) at a time.[^10]
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- The game aims for a frame rate of 30 frames per second.
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- The game's graphics are rendered in software. That is, the rendering does not rely on a video card, a graphics accelerator chip, or the operating system’s graphics programming interface (such as GDI, OpenGL, or Direct3D) with the sole exception of sending a finished frame to the screen (such as through GDI’s `StretchDIBits` or copying to VGA’s frame buffer).
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- The game's graphics are rendered in software. That is, the rendering does not rely on a video card, a graphics accelerator chip, or the operating system’s graphics programming interface (such as GDI, OpenGL, or Direct3D) with the sole exception of sending a finished frame to the screen (such as through GDI’s `StretchDIBits` or copying to VGA's video memory).
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- The game's graphics rendering employs only 32-bit and smaller integers and fixed-point arithmetic.[^11]
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<a id=Notes_on_Specification></a>

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