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Found 3 results

  1. Computer graphics, animations, games and interactions are now self-evident. You just have to pick up your smartphone, tablet, desktop computer or what else and you feel intuitively when you have to swipe, click, drag or pinch zoom. You also expect nothing less than nice interfaces with smooth animations. But it wasn't always like this... There were times where there were no editors like Photo and Designer, nor Illustrator, nor Photoshop, and even computers, games and animations of frames didn't exist... I wrote a blog series of six where I like to take you on a journey through time with our focus on learning about the development before and during the creation of computers, digital graphics, animations, games, graphical interfaces, graphics software, interactivity, 3D, a pinch of the first games, the creation of the internet and a touch of virtual reality. I have made more than 110 illustrations for this series and also provide each part with at least one interactive to bring the events alive as good as possible for you. Part 1 is out there now! Hope you like it and I'm sure you learn something new from it and be surprised by some events! There will be a new part every month from now. Enjoy! English: History Interactive Computer Graphics - Part 1 Dutch: Geschiedenis Interactieve Computergraphics - Deel 1
  2. Hey. Was planning to do something big with babylon, but realized that chrome has got some problem with using all the computer's specifications, and may lag twice as much than a normal appliaction, so I wanted to kow how to (if you can) modify the render distance. thanks.
  3. Hi all, I'm making a game in phaser and it is making my mac run very hot. I'm looking to find out what might be the cause. I noticed the first time it happened was when I made a shooter game that did not cache bullet objects, but instead just created new ones. After maybe 20 refreshes the game was causing my mac to run very hot (so much that you wouldn't want it on your lap). I fixed that and it cooled down. The second time was when I was logging 'this' in an update function, which I don't think should result in that but it was. Outside of not reusing objects what else can be a really big memory/processor suck in your game?