The Amiga Boing Ball Explained
A bitplane is a region of memory rendered as pixels. The Amiga hardware allowed you to (basically) define a width and height for the region, as well as a x,y offset. So by e.g. increasing the x-offset you could scroll horizontally through a bitplane with a width larger than the screen&#x27;s.<p>The ball is in the middle of a large empty bitplane. By simply changing the offset values it bounces around the screen. The graphics hardware does the heavy lifting. No pixels need to be erased, no polygons rendered. You&#x27;re just looking at the same ball, but the window through which you look has moved.<p>Colour cycling can be used with palettes. Lets say you have 32 colours in your palette. Draw a row of 32 pixels, each in a different colour. Now change the palette so all colours are white, except for the first, which is red. Your pixels still refer to their respective colours in the palette. A frame later, make color 1 white and color 2 red, etc. This way you get animation without redrawing pixels (expensive), but simply by resetting the palette (cheap).<p>Anything else?