RasterCore
Ready to execute

Hardware Heritage

Falling snow is a classic "intro" effect, often used to set a moody or festive tone. From the hardware-multiplexed sprites of the Amiga to the raw pixel-plotting loops of the PC, this effect demonstrated a machine's ability to manage dozens or even hundreds of independent moving particles simultaneously.

Amiga Sprites

On the Amiga, snow was often rendered using hardware sprites. Each of the 8 hardware sprites could be multiplexed vertically, allowing for dozens of flakes with zero CPU overhead for drawing.

PC Pixel Plot

PC snow usually involved a dedicated array of (X,Y) coordinates. The CPU would erase the pixel at the old position and plot it at the new one. High particle counts were a badge of honor for optimized 386 assembly.

Modern Fragments

This demo uses a fragment shader to render soft, anti-aliased circles. By calculating distance from the center per-pixel, it achieves a high-fidelity "glow" that legacy hardware couldn't produce.

Falling Snow

Classic winter intro aesthetics with soft particle dynamics.

Legacy BASIC

for i=1 to 100
  pset(x(i), y(i)), 0 ' erase
  y(i) = y(i) + speed(i)
  if y(i) > 200 then y(i) = 0
  pset(x(i), y(i)), 15 ' draw
next

Modern Hybrid

// Cellular Automata (JS)
if (grid[down] === EMPTY) {
  move(i, down);
} else if (grid[downLeft] === EMPTY) {
  move(i, downLeft); // Pile behavior
} else {
  stay(i); // Accumulate
}
// Render via Texture Upload