Tag: graphics

Articles and experiments related to graphics.

When are we going to see the death of SVG?

I have mixed feelings about SVG. I find it complex and requiring specific tools, and its integration with the web is clunky. It feels like a context switch between HTML and SVG DOM. However, SVG is scalable, vector-based, and has powerful graphical capabilities like filters and paths, enabling things not possible with regular web technologies. I wish path could be a CSS property, simplifying its usage and allowing text or even block elements to be rendered along a path. This would be more efficient than embedding SVG within HTML elements.

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Canvas on the Background

I recently discovered a cool trick in WebKit that lets you use a canvas element as a background image, which opens up a ton of creative possibilities. It's a powerful feature, allowing for dynamic, programmatic manipulation of background images. I've included a simple demo showing how to draw a square on a div's background, but imagine the possibilities for games or complex animations! While currently WebKit-specific, I hope other browsers will adopt it soon. More demos to follow!

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Just Downloaded XNA Beta and I had to change the template code to get it to work

I just got the XNA Beta and had to tweak the template code a bit to get it running on my older machine (Athlon with a Geforce 2MX). I was getting a Device Creation Exception, and it turned out my graphics card doesn't support multisampling on the backbuffer. Adding "this.graphics.AllowMultiSampling = false;" to the InitializeComponent method fixed it. Hopefully, this helps someone else too! (P.S. Hardware donations are welcome! 😉)

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Burnout Revenge!

I just got Burnout Revenge for Xbox, and it's a huge step up from Burnout 3! The music, graphics, speed, and new levels are fantastic. The AI is good but a little predictable; I can foresee the first 30 seconds of one level perfectly. Minor variations aside, the other cars stick to very similar routes. Still, no game is perfect!

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