Difference between revisions of "Byte Battle"

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== Bytebattles ==
+
== Byte Battles ==
  
Bytebattles are a form of live coding, similar to Shader Showdowns, where two contestants compete in writing a visual effect in 25 minutes. The coding environment is the [[Fantasy Consoles|TIC-80 fantasy console]]. However, unlike Shader Showdowns, there is an additional limit: the final code should be less than 256 characters. This requires the contestants to use efficient code (e.g. single letter variables) and to minimize the code (e.g. remove the whitespace), all within the time limit. Unlike normal TIC-80 coding, there is no compression, so every character counts.
+
Byte Battles are a form of live coding, similar to Shader Showdowns, where two contestants compete in writing a visual effect in 25 minutes. The coding environment is the [[Fantasy Consoles|TIC-80 fantasy console]]. However, unlike Shader Showdowns, there is an additional limit: the final code should be 256 characters or less. This requires the contestants to use efficient code (e.g. single letter variables) and to minimize the code (e.g. remove the whitespace), all within the time limit. Unlike in normal TIC-80 sizecoding, there is no compression, so every character counts.
  
 +
== General notation in this article ==
 +
 +
{|
 +
! Symbol || Meaning
 +
|-
 +
| <code>i</code> || Pixel index
 +
|-
 +
| <code>s</code> || Alias for math.sin
 +
|-
 +
| <code>x</code> || Pixel x-coordinate
 +
|-
 +
| <code>y</code> || Pixel y-coordinate
 +
|}
  
 
== Basic optimizations ==
 
== Basic optimizations ==
  
- Functions, that are called 3 or more times should be aliased. For example, <code>e=elli</code> with <code>e()e()e()</code> is 3 bytes shorter than <code>elli()elli()elli()</code>. Functions with 5 characters may already benefit from aliasing with 2 calls: <code>r=rectb</code> with <code>r()r()</code> is 1 character shorter than <code>rectb()rectb()</code>.
+
* Functions, that are called three or more times should be aliased. For example, <code>e=elli</code> with <code>e()e()e()</code> is 3 characters shorter than <code>elli()elli()elli()</code>. Functions with 5-character-long names may already benefit from aliasing with two calls: <code>r=rectb</code> with <code>r()r()</code> is 1 character shorter than <code>rectb()rectb()</code>.
 
+
* <code>t=0</code> with <code>t=t+.01</code> is 1 character shorter than <code>t=time()*.6</code>.
- <code>t=0</code> with <code>t=t+.1</code> is 3 bytes shorter than <code>t=time()/399</code>.
+
* <code>for i=0,32639 do x=i%240y=i/240 end</code> is 2-3 characters shorter than <code>for y=0,135 do for x=0,239 do end end</code>.
 
+
* <code>(x*x+y*y)^.5</code> is 6 characters shorter than <code>math.sqrt(x*x+y*y)</code>.
- <code>for i=0,32639 do x=i%240y=i/240 end</code> is 2-3 bytes shorter than <code>for y=0,135 do for x=0,239 do end end</code>.
+
* <code>s(w-11)</code> and <code>s(w+8)</code> both approximate <code>math.cos(w)</code>, so only <code>math.sin</code> needs to be aliased. <code>s(w-11)</code> is far more accurate, with the cost of one more character.
 
 
- <code>(x*x+y*y)^.5</code> is 6 bytes shorter than <code>math.sqrt(x*x+y*y)</code>.
 
 
 
- <code>s(w-11)</code> and <code>s(w+8)</code> both approximate <code>math.cos(w)</code>, so only <code>math.sin</code> needs to be aliased. <code>s(w-11)</code> is slightly more accurate, with the cost of one more character.
 
 
 
  
 
== One-lining ==
 
== One-lining ==
Line 22: Line 30:
  
 
<syntaxhighlight lang="lua">
 
<syntaxhighlight lang="lua">
function TIC()cls()for i=0,32639 do poke4(i,i)end end
+
function TIC()for i=0,32639 do poke4(i,i)end end
 
</syntaxhighlight>
 
</syntaxhighlight>
  
Line 30: Line 38:
 
== Load-function ==  
 
== Load-function ==  
  
Function <code>load</code> takes a string of code and returns a function with no named arguments, with the code as its body. It's particularly useful for shortening the TIC function after it's onelined:
+
Function <code>load</code> takes a string of code and returns a function with no named arguments, with the code as its body. It's particularly useful for shortening the TIC function after one-lining:
  
 
<syntaxhighlight lang="lua">
 
<syntaxhighlight lang="lua">
TIC=load'cls()for i=0,32639 do poke4(i,i)end'
+
TIC=load'for i=0,32639 do poke4(i,i)end'
 
</syntaxhighlight>
 
</syntaxhighlight>
  
 
As a rule of thumb, one-lining and using the load trick can bring a ~ 275 character code down to 256.
 
As a rule of thumb, one-lining and using the load trick can bring a ~ 275 character code down to 256.
  
<code>load</code> can be even used to minimize a function with parameters: <code>...</code> returns the parameters. For example, the following saves 3 bytes:
+
Any arguments passes to a function defined with <code>load</code> can be fetched with the ellipsis (<code>...</code>). For example, <code>SCN=function(x)poke(16320,x)end</code> can be implemented as:
  
 
<syntaxhighlight lang="lua">
 
<syntaxhighlight lang="lua">
SCN=load'r=...poke(16320,r)'
+
SCN=load'poke(16320,...)'
 
</syntaxhighlight>
 
</syntaxhighlight>
  
'''Warning: The backslash causes problems when using the load trick.''' In particular, if you have a string with escaped characters in the original code i.e. <code>print("foo\nbar")</code>, then this needs to be double-escaped: <code>load'print("foo\\nbar")'</code>
+
This saves 6 characters. Multiple arguments can be fetched with <code>x,y=...</code>.
  
 +
'''Warning: The backslash causes problems when using the load trick.''' In particular, if you have a string with escaped characters in the original code e.g. <code>print("foo\nbar")</code>, then this needs to be double-escaped: <code>load'print("foo\\nbar")'</code>
  
 
== Dithering ==
 
== Dithering ==
Line 56: Line 65:
 
|                                ||        || [[File:No dithering.png]]          || No dithering                               
 
|                                ||        || [[File:No dithering.png]]          || No dithering                               
 
|-
 
|-
| <code>s(i)*99%1</code>         || 9     || [[File:Random dithering.png]]      || "random" dithering, quite ugly   
+
| <code>i%.7</code>             || 4     || [[File:Modulo dithering.png]]      ||
 
|-
 
|-
| <code>i*481/960%1</code>      || 11    || [[File:Chess dithering.png]]        ||  chess horse                             
+
| <code>i^2.5%1</code>          || 7      || [[File:Power dithering.png]]        || "random" dithering
 +
|-
 +
| <code>s(i)*i%1</code>          || 8      || [[File:Random dithering.png]]      || also "random" dithering
 +
|-
 +
| <code>i*481/960%1</code>      || 11    || [[File:Chess dithering.png]]        ||  <code>(x/2+y/4)%1</code> if you have x&y. <code>i*25/96%1</code> or <code>i*97/192</code> if desperate.
 
|-
 
|-
 
| <code>(x*2-y%2)%4/4</code>    || 13    || [[File:Block dithering.png]]        ||  2x2 block dithering                       
 
| <code>(x*2-y%2)%4/4</code>    || 13    || [[File:Block dithering.png]]        ||  2x2 block dithering                       
 
|-
 
|-
 
| <code>(i*2-i//80%2)%4/4</code> || 17    || [[File:Block dithering from i.png]] ||  2x2 block dithering (almost), from i only  
 
| <code>(i*2-i//80%2)%4/4</code> || 17    || [[File:Block dithering from i.png]] ||  2x2 block dithering (almost), from i only  
 +
|-
 +
| <code>(x*2-y%2)%4/4+((x&2)-y//2%2)%4/16</code> || 33  || [[File:Block4 dithering exp.png]] ||  4x4 with dithering matrix defined by an expression
 +
|-
 +
| <code>('0415627326158473'):sub(p,p)/8</code> || 44  || [[File:Block4 dithering.png]] ||  4x4 with data-defined dithering matrix, <code>p</code> defined as <code>p=y%4*4+x%4+1</code>
 
|}
 
|}
  
Line 77: Line 94:
 
end
 
end
 
</syntaxhighlight>
 
</syntaxhighlight>
 
  
 
== Palettes ==
 
== Palettes ==
Line 84: Line 100:
  
 
{|
 
{|
! Expression                             || Length  || Result                              || Notes
+
! Expression                                       || Length  || Result                              || Notes
 
|-
 
|-
| <code>poke(16320+j,j*5)</code>         || 17      || [[File:Gray palette.png]]            ||
+
| <code>poke(16320+j,j*5)</code>                   || 17      || [[File:Gray palette.png]]            ||
 
|-
 
|-
| <code>poke(16320+j,j%3*j/.4)</code>   || 22     || [[File:Blue palette.png]]           || Use <code>(j+1)%3</code> or <code>(j+2)%3</code> for different colors
+
| <code>poke(16320+j,j%3*j*5)</code>               || 21     || [[File:Blue-green-cyan palette.png]] || Good for objects & background
 
|-
 
|-
| <code>poke(16320+j,s(j)^2*255)</code> || 24     || [[File:Rainbow palette.png]]         ||
+
| <code>poke(16320+j,j%3*j/.4)</code>             || 22     || [[File:Blue palette.png]]           || Use <code>(j+1)%3</code>, <code>(j+2)%3</code> or <code>2*j%3</code> for different colors
 
|-
 
|-
| <code>poke(16320+j,s(j/15)*255)</code> || 25      || [[File:Blue-brown palette.png]]      || <code>s(j/15)^2</code> is less bright
+
| <code>poke(16320+j,s(j)^2*255)</code>            || 24      || [[File:Rainbow palette.png]]        || Change the phase of the palette with s(j+p)
 +
|-
 +
| <code>poke(16320+j,s(j)^2*j*6)</code>            || 24      || [[File:Rainbow faded palette.png]]  || Change the phase of the palette with s(j+p)
 +
|-
 +
| <code>poke(16320+j,s(j/15)*255)</code>           || 25      || [[File:Blue-brown palette.png]]      || <code>s(j/15)^2</code> is less bright
 +
|-
 +
| <code>poke(16320+j,s(j-j%-3)^2*255)</code>      || 29      || [[File:Green-beige palette.png]]    || <code>j%3*2</code> for a more blue/beige variant, <code>-j%3*4</code> for beige/blue variant
 +
|-
 +
| <code>poke(16320+j,255/(1+2^(4+j%3-j/5)))</code> || 35      || [[File:Bright beige palette.png]]    || <code>2*j%3</code> for a pink variant
 +
|-
 +
| <code>poke(16320+j,255/(1+2^(5-j%3-j/5)))</code> || 35      || [[File:Bright blue palette.png]]    || <code>2*j%3</code> for a green variant
 +
|-
 +
| <code>poke(16320+j,s(j/15+s(j%3*3))^2*255)</code>|| 37      || [[File:Green-purple palette.png]]    || Cyclic, based on [https://iquilezles.org/www/articles/palettes/palettes.htm]
 
|}
 
|}
 +
 +
The last one is an entire family of palettes. You can replace <code>s(j%3*3)</code> with any function that depends on <code>j%3</code>; this ensures the palette remains cyclic. Some ideas for tweaking the palettes:
 +
* Invert the colors by adding a <code>-1-</code> in the expression
 +
* Flip the blue/red channels & have the entire palette running backwards by using <code>poke(16367-j,...)</code>
 +
* Abuse the default Sweetie 16 palette, by only setting some of the RGB channels, while keeping others as they are. For example, setting all the blue channels to zero: <code>poke(16322+j*3,0)</code>. Here <code>j</code> is between 0 and 15.
  
 
Code for testing palettes:
 
Code for testing palettes:
Line 105: Line 138:
 
s=math.sin
 
s=math.sin
 
</syntaxhighlight>
 
</syntaxhighlight>
 
  
 
== Motion blur ==  
 
== Motion blur ==  
  
In TIC-80 API, the <code>pix</code> and <code>poke4</code> functions round numbers towards zero. This can be abused for a motion blur: <code>poke4(i,peek4(i)-.9)</code> maps colors 1 to 15 into one lower value, but value 0 stays at it is. Like so:
+
In TIC-80 API, the <code>pix</code> and <code>poke4</code> functions round numbers towards zero. This can be abused for a motion blur: <code>poke4(i,peek4(i)-.9)</code> maps colors 1 to 15 into one lower value, but value 0 stays as it is. Like so:
  
 
<syntaxhighlight lang="lua">
 
<syntaxhighlight lang="lua">
Line 119: Line 151:
 
</syntaxhighlight>
 
</syntaxhighlight>
  
 +
== Updating only some pixels ==
  
== Basic raymarcher ==
+
Pixel-based effects, especially raycasting and raymarching, can become excessively slow. A simple trick to update only ~ half of the pixels, giving a dithered/motion blur look and making the update smoother:
  
The basic structure for a raymarcher that has not been crunched to keep it readable. The map is bunch of repeated spheres here:
+
<syntaxhighlight lang="lua">
 +
function TIC()
 +
t=time()/499
 +
for i=t%2,32639,1.9 do poke4(i,i/4e3+t)end
 +
end
 +
</syntaxhighlight>
 +
 
 +
 
 +
== Examples of effects ==
 +
 
 +
The effects have not been crunched to keep them readable.
 +
 
 +
=== Plasma ===
 +
 
 +
<syntaxhighlight lang="lua">
 +
function TIC()
 +
t=time()/499
 +
for i=0,32639 do
 +
  x=i%240
 +
  y=i/240
 +
  v=s(x/50+t)+s(y/22+t)+s(x/32)
 +
  poke4(i,v*2%8)
 +
end
 +
end
 +
s=math.sin
 +
</syntaxhighlight>
 +
 
 +
=== Rotozoomer ===
 +
 
 +
<syntaxhighlight lang="lua">
 +
function TIC()
 +
t=time()/999
 +
a=s(t-11)
 +
b=s(t)
 +
for i=0,32639 do
 +
  x=i%240-120
 +
  y=i/240-68
 +
  u=a*x-b*y
 +
  v=b*x+a*y
 +
  poke4(i,(u//1~v//1)//16)
 +
end
 +
end
 +
s=math.sin
 +
</syntaxhighlight>
 +
 
 +
=== Tunnel ===
 +
 
 +
<syntaxhighlight lang="lua">
 +
function TIC()
 +
t=time()/199
 +
for i=0,32639 do
 +
  x=i%240-s(t/7)*99-120
 +
  y=i/240-s(t/9)*49-68
 +
  u=math.atan2(y,x)*6/6.29
 +
  v=99/(x*x+y*y)^.5+t
 +
  poke4(i,u//1~v//1)
 +
end
 +
end
 +
s=math.sin
 +
</syntaxhighlight>
 +
 
 +
=== Raytracer ===
 +
 
 +
The raytraced geometry is a tunnel (cylinder). Note that the texture creates both positive and negative values, but applying the distance based fog to both values makes them darker, due to the way the palette is set.
 +
 
 +
<syntaxhighlight lang="lua">
 +
function TIC()
 +
t=time()/199
 +
for i=0,32639 do
 +
  -- set palette so scaling color based
 +
  -- on distance works
 +
  j=i%48
 +
  poke(16320+j,s(j/15)*255)
 +
  -- ray (u,v,w), not normalized!
 +
  u=i%240/120-1
 +
  v=i/32639-.5
 +
  w=1
 +
  -- rotate camera
 +
  a=s(t/23)*3
 +
  u,w=u*s(a+8)+w*s(a),w*s(a+8)-u*s(a)
 +
  -- find where ray hits tunnel wall 
 +
  d=1/(u*u+v*v)^.5
 +
  z=d*w+t/9 -- move camera with time 
 +
  q=math.atan2(u,v)
 +
  -- tunnel texture ("plasma")
 +
  c=s(q*5+s(z)*2)*s(z*2+s(q*3)*3)
 +
  poke4(i,c*.8^d*9) -- distance based fog
 +
end
 +
end
 +
s=math.sin
 +
</syntaxhighlight>
 +
 
 +
=== Raymarcher ===
 +
 
 +
The map is a bunch of repeated spheres here.
  
 
<syntaxhighlight lang="lua">
 
<syntaxhighlight lang="lua">
Line 151: Line 278:
 
end
 
end
 
</syntaxhighlight>
 
</syntaxhighlight>
 
  
 
== Additional Resources ==
 
== Additional Resources ==
  
 
* Code from past bytebattles https://livecode.demozoo.org/
 
* Code from past bytebattles https://livecode.demozoo.org/

Latest revision as of 03:46, 19 December 2022

Byte Battles

Byte Battles are a form of live coding, similar to Shader Showdowns, where two contestants compete in writing a visual effect in 25 minutes. The coding environment is the TIC-80 fantasy console. However, unlike Shader Showdowns, there is an additional limit: the final code should be 256 characters or less. This requires the contestants to use efficient code (e.g. single letter variables) and to minimize the code (e.g. remove the whitespace), all within the time limit. Unlike in normal TIC-80 sizecoding, there is no compression, so every character counts.

General notation in this article

Symbol Meaning
i Pixel index
s Alias for math.sin
x Pixel x-coordinate
y Pixel y-coordinate

Basic optimizations

  • Functions, that are called three or more times should be aliased. For example, e=elli with e()e()e() is 3 characters shorter than elli()elli()elli(). Functions with 5-character-long names may already benefit from aliasing with two calls: r=rectb with r()r() is 1 character shorter than rectb()rectb().
  • t=0 with t=t+.01 is 1 character shorter than t=time()*.6.
  • for i=0,32639 do x=i%240y=i/240 end is 2-3 characters shorter than for y=0,135 do for x=0,239 do end end.
  • (x*x+y*y)^.5 is 6 characters shorter than math.sqrt(x*x+y*y).
  • s(w-11) and s(w+8) both approximate math.cos(w), so only math.sin needs to be aliased. s(w-11) is far more accurate, with the cost of one more character.

One-lining

Most whitespace can be removed from LUA code. For example: x=0y=0 is valid. All new lines can be removed or replaced with space, making the whole code a single line:

function TIC()for i=0,32639 do poke4(i,i)end end

Warning: Letters a-f and A-F after a number cause problems. a=0b=0 is not valid code. It is advisable to only used one letter variables in the ranges g-z and G-Z from the start; this will make eventual one-lining easier.


Load-function

Function load takes a string of code and returns a function with no named arguments, with the code as its body. It's particularly useful for shortening the TIC function after one-lining:

TIC=load'for i=0,32639 do poke4(i,i)end'

As a rule of thumb, one-lining and using the load trick can bring a ~ 275 character code down to 256.

Any arguments passes to a function defined with load can be fetched with the ellipsis (...). For example, SCN=function(x)poke(16320,x)end can be implemented as:

SCN=load'poke(16320,...)'

This saves 6 characters. Multiple arguments can be fetched with x,y=....

Warning: The backslash causes problems when using the load trick. In particular, if you have a string with escaped characters in the original code e.g. print("foo\nbar"), then this needs to be double-escaped: load'print("foo\\nbar")'

Dithering

If you have a floating point color value, TIC-80 pix and poke4 functions round it (toward zero). To add dithering, add a small value, between 0 and 1, to the color. The best technique depends whether you have x and y available or only i and how many bytes you can spare:

Expression Length Result Notes
No dithering.png No dithering
i%.7 4 Modulo dithering.png
i^2.5%1 7 Power dithering.png "random" dithering
s(i)*i%1 8 Random dithering.png also "random" dithering
i*481/960%1 11 Chess dithering.png (x/2+y/4)%1 if you have x&y. i*25/96%1 or i*97/192 if desperate.
(x*2-y%2)%4/4 13 Block dithering.png 2x2 block dithering
(i*2-i//80%2)%4/4 17 Block dithering from i.png 2x2 block dithering (almost), from i only
(x*2-y%2)%4/4+((x&2)-y//2%2)%4/16 33 Block4 dithering exp.png 4x4 with dithering matrix defined by an expression
('0415627326158473'):sub(p,p)/8 44 Block4 dithering.png 4x4 with data-defined dithering matrix, p defined as p=y%4*4+x%4+1

A quick example demonstrating the 2x2 block dithering:

function TIC()
 cls()
 for i=0,2399 do
  x=i%240
  y=i//240
  poke4(i,x/30+(x*2-y%2)%4/4)
 end
end

Palettes

The following palettes assume that j goes from 0 to 47. Usually there's no need to make a new loop for this: just reuse another loop with j=i%48.

Expression Length Result Notes
poke(16320+j,j*5) 17 Gray palette.png
poke(16320+j,j%3*j*5) 21 Blue-green-cyan palette.png Good for objects & background
poke(16320+j,j%3*j/.4) 22 Blue palette.png Use (j+1)%3, (j+2)%3 or 2*j%3 for different colors
poke(16320+j,s(j)^2*255) 24 Rainbow palette.png Change the phase of the palette with s(j+p)
poke(16320+j,s(j)^2*j*6) 24 Rainbow faded palette.png Change the phase of the palette with s(j+p)
poke(16320+j,s(j/15)*255) 25 Blue-brown palette.png s(j/15)^2 is less bright
poke(16320+j,s(j-j%-3)^2*255) 29 Green-beige palette.png j%3*2 for a more blue/beige variant, -j%3*4 for beige/blue variant
poke(16320+j,255/(1+2^(4+j%3-j/5))) 35 Bright beige palette.png 2*j%3 for a pink variant
poke(16320+j,255/(1+2^(5-j%3-j/5))) 35 Bright blue palette.png 2*j%3 for a green variant
poke(16320+j,s(j/15+s(j%3*3))^2*255) 37 Green-purple palette.png Cyclic, based on [1]

The last one is an entire family of palettes. You can replace s(j%3*3) with any function that depends on j%3; this ensures the palette remains cyclic. Some ideas for tweaking the palettes:

  • Invert the colors by adding a -1- in the expression
  • Flip the blue/red channels & have the entire palette running backwards by using poke(16367-j,...)
  • Abuse the default Sweetie 16 palette, by only setting some of the RGB channels, while keeping others as they are. For example, setting all the blue channels to zero: poke(16322+j*3,0). Here j is between 0 and 15.

Code for testing palettes:

function TIC()
 cls()
 for j=0,47 do poke(16320+j,s(j/15)*255)end
 for c=0,15 do rect(c*5,0,5,5,c)end
end
s=math.sin

Motion blur

In TIC-80 API, the pix and poke4 functions round numbers towards zero. This can be abused for a motion blur: poke4(i,peek4(i)-.9) maps colors 1 to 15 into one lower value, but value 0 stays as it is. Like so:

function TIC()
 t=time()/9
 circ(t%240,t%136,9,15)
 for i=0,32639 do poke4(i,peek4(i)-.9)end
end

Updating only some pixels

Pixel-based effects, especially raycasting and raymarching, can become excessively slow. A simple trick to update only ~ half of the pixels, giving a dithered/motion blur look and making the update smoother:

function TIC()
 t=time()/499
 for i=t%2,32639,1.9 do poke4(i,i/4e3+t)end
end


Examples of effects

The effects have not been crunched to keep them readable.

Plasma

function TIC()
 t=time()/499
 for i=0,32639 do
  x=i%240
  y=i/240
  v=s(x/50+t)+s(y/22+t)+s(x/32)
  poke4(i,v*2%8)
 end
end
s=math.sin

Rotozoomer

function TIC()
 t=time()/999 
 a=s(t-11)
 b=s(t)
 for i=0,32639 do
  x=i%240-120
  y=i/240-68
  u=a*x-b*y
  v=b*x+a*y
  poke4(i,(u//1~v//1)//16)
 end
end
s=math.sin

Tunnel

function TIC()
 t=time()/199
 for i=0,32639 do
  x=i%240-s(t/7)*99-120
  y=i/240-s(t/9)*49-68
  u=math.atan2(y,x)*6/6.29
  v=99/(x*x+y*y)^.5+t
  poke4(i,u//1~v//1)
 end
end
s=math.sin

Raytracer

The raytraced geometry is a tunnel (cylinder). Note that the texture creates both positive and negative values, but applying the distance based fog to both values makes them darker, due to the way the palette is set.

function TIC()
 t=time()/199
 for i=0,32639 do
  -- set palette so scaling color based
  -- on distance works
  j=i%48 
  poke(16320+j,s(j/15)*255)
  -- ray (u,v,w), not normalized!
  u=i%240/120-1
  v=i/32639-.5
  w=1
  -- rotate camera
  a=s(t/23)*3
  u,w=u*s(a+8)+w*s(a),w*s(a+8)-u*s(a)
  -- find where ray hits tunnel wall  
  d=1/(u*u+v*v)^.5
  z=d*w+t/9 -- move camera with time  
  q=math.atan2(u,v)
  -- tunnel texture ("plasma")
  c=s(q*5+s(z)*2)*s(z*2+s(q*3)*3)
  poke4(i,c*.8^d*9) -- distance based fog
 end
end
s=math.sin

Raymarcher

The map is a bunch of repeated spheres here.

function TIC()
 for i=0,32639 do
  -- ray (u,v,w), not normalized!
  u=i%240/120-1
  v=i/32639-.5
  w=1
  -- camera origo (x,y,z)
  x=3
  y=0
  z=time()/999 -- camera moves with time
  j=0
  repeat
   X=x%6-3 -- domain repetition
   Y=y%6-3
   Z=z%6-3
   -- ray not normalized=>reduce scale
   m=(X*X+Y*Y+Z*Z)^.5/2-1
   x=x+m*u
   y=y+m*v
   z=z+m*w
   j=j+1
  until j>15 or m<.1
  poke4(i,j)
 end
end

Additional Resources