1. Hehe Peter, you know I'm extremely fond of hypnotizing interference patterns and fractals so thanks a lot for this nice snippet!
2.
That can only SDL!
What? No GDI+ version?
Luckily, gentlemen, this all can pretty well be done by simple Gdi.
Actually, any BASIC that has access to the SitPixel() API or whose PSet() or its equivalent is based on that API, can do the same. The FPS rate will however be terribly slow, either interpreted or JIT-compiled, because SetPixel() redraws the entire canvas every time it is called. So this brute-force approach can hardly be considered practical (see PSet.png and PSet.fbs/exe in the zip).
Yet you don't need Gdi+ to do it at least as fast as SDL does. The DIB Section set of API's in the basic Gdi library permits you to write directly into the bitmap memory and blit the results on screen as needed (see DIBSection.png and DIBSection.fbs/exe in the zip). Trauma() is re-written in C here to allow for JIT compilation while the rest stays purely interpretative.
FBSL is close to classic O2 so you'll be able to read the code easily.
Subjectively, my half-interpreted DIB Section code runs visibly faster on my machine than your latest Simple Windows example and perhaps even faster than SDL. OpenGL performs real bad for what its worth.
Are you using DIB Sections in your sw.dll solutions, Peter?
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