Summary of What was Graphics like 40 years ago?

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00:00:00 - 00:35:00

This YouTube video provides an overview of graphics technology 40 years ago, discussing the differences between high resolution graphics and low resolution graphics, as well as the advantages and disadvantages of using high resolution graphics. The presenter demonstrates how to create a fractal tree using basic trigonometry and coding in Apple 2 Plus software.

  • 00:00:00 In this video, the presenter demonstrates how to program a ball bouncing in Graphics mode on an Apple II Plus computer from 1979. They explain that the computer has a 39-column by 40-row display resolution, and that you can use lines for horizontal and vertical lines, as well as X and Y speed values to control the ball's movement.
  • 00:05:00 The author discusses how graphics looked 40 years ago and how they used random values to generate visuals. He demonstrates how to fix an issue where the previous position of a ball was not erased.
  • 00:10:00 This video shows how Graphics mode used to work 40 years ago, with particular emphasis on the use of subroutines and variable assignment. The video then shows how high resolution graphics work today, with the same emphasis on subroutines and variable assignment.
  • 00:15:00 This video provides an overview of graphics technology 40 years ago, discussing the differences between high resolution graphics and low resolution graphics, as well as the advantages and disadvantages of using high resolution graphics. The presenter demonstrates how to create a fractal tree using basic trigonometry and coding in Apple 2 Plus software.
  • 00:20:00 The video discusses how graphics looked 40 years ago, and demonstrates how to draw a tree using basic programming. The author discusses how to calculate angles and draw lines, and demonstrates how to use recursion to create branches and loops.
  • 00:25:00 The author describes how graphics were different 40 years ago, with X and Y axes being swapped and Delta angle being calculated manually. Subroutines were used to iterate through the tree, reversing the angle and shrinking the length each time. Level was initialized to zero, and Max Lev was set to two. If level was below Max Lev, it increased by 1000 and if it was below that, it increased by 1,000.
  • 00:30:00 This video discusses how graphics were done 40 years ago, when recursion was necessary to draw lines and shapes. The author recalls a command for renumbering programs that was not available on the Apple 2 Plus when it booted up.
  • 00:35:00 This YouTube video is a 40-year-old interview with a software developer who is discussing the differences between graphics software back then and today. The software developer notes that back then, graphics software was much slower and less versatile, but that it ran much faster on older computers. He also notes that double buffering and 3D rendering were not yet common features of graphics software. The interviewee recommends that future YouTube videos focus on coding together, foreign language learning, and processing.

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