GRAPHICS_DEMOS(6) Games Manual GRAPHICS_DEMOS(6)
graphics_demos, bouncedemo, framedemo, jumpdemo, spheresdemo, - graph-
ics demonstration programs
/usr/demo/bouncedemo [ -d dev ] [ -nx ] [ -r ] [ -q ]
/usr/demo/framedemo [ -d dev ] [ -nx ] [ -r ] [ -q ]
/usr/demo/jumpdemo [ -c ] [ -d dev ] [ -nx ] [ -r ] [ -q ]
/usr/demo/spheresdemo [ -d dev ] [ -nx ] [ -r ] [ -q ]
These demos are available with the Demos software installation option.
Refer to for information on how to install optional software.
bouncedemo displays a bouncing square.
displays a series of frames, each of which contains a 256 by 256 image
one-bit-deep pixels (that is, the image is a square monochrome bitmap,
with 256 bits on a side). framedemo looks for the frames in the files
frame.1 through frame.n in the current working directory, and displays
them in numerical order. A set of sample frames is available in the
If you move the cursor onto the image surface, you can type certain
commands to affect the rate at which the frames are displayed. The ini-
tial rate is one frame per second:
f Remove 1/20th of a second from the interval.
F Remove one second from the interval. Ff makes the interval as
small as possible.
s Add 1/20th of a second.
S Add one second.
jumpdemo simulates the famous Star Wars jump to light-speed-sequence
using vector drawing. Colored stars are drawn on color surfaces.
spheresdemo computes a random collection of shaded spheres. Colored
spheres are drawn on color surfaces.
-c Rotate the color map to produce a sparkling effect.
Run the demo on a surface other than the window or system con-
sole, for instance:
bouncedemo -d /dev/cgone0
-nx Draw x items, or repeat a sequence x times.
-r Retain the window. This allows the image to reappear when
uncovered instead of restarting the demo.
-q Quick exit. Useful for running several demos from within a
21 December 1987 GRAPHICS_DEMOS(6)