# History-Of-Computers
This is a 3D interactive website that showcases the history of computers through five virtual rooms. Each room represents a different time period and allows the user to explore how computers evolved across the decades.
## 🌐 Project Overview
The experience is built using **A-Frame**, along with **HTML**, **CSS**, and **JavaScript**. Visitors can move through five rooms:
- **1950** – The era of early massive computers.
- **1970** – The rise of microcomputers.
- **1990** – The spread of personal computers and the internet.
- **2010** – The mobile and portable computing era.
- **Future** – A dark, empty space left to the viewer’s imagination.
Each room is styled and lit to match the look and feel of its era.
## 🛠️ Technologies Used
- **HTML**
- **CSS**
- **JavaScript**
- **A-Frame** (for creating 3D scenes)
## 🕒 Development Timeline
- **Hour 1**: Built and designed the first room (1950s), including basic structure, camera, and lighting.
- **Hours 2–10**: Completed the remaining four rooms. Each room includes different layouts and visual elements based on its time period. The final room (Future) was left entirely black to let users imagine the future of computing themselves.
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Once you ship this you can't edit the description of the project, but you'll be able to add more devlogs and re-ship it as you add new features!
I worked on a 3D website project that showcases the evolution of computers through five virtual rooms, each representing a specific era: 1950, 1970, 1990, 2010, and the future. In the first hour, I focused on building the first room (1950), which featured massive early computers like the ENIAC, with simple design and dim lighting to reflect the era's atmosphere. Over the next nine hours, I completed the remaining four rooms, each with a distinct visual identity. The 1970s room included primitive computers like the Altair 8800, with mechanical elements and muted colors. The 1990s room highlighted the rise of the internet and personal computers, featuring CRT monitors, old Windows interfaces, and soft neon lighting. The 2010 room showcased modern laptops and smartphones in a clean, sleek environment with smooth lighting. The final room, representing the future, was designed as an entirely black, empty space—left intentionally blank to let the viewer imagine what the future of computing could be. This created a mysterious, open-ended experience that encourages thought and curiosity. Navigation between rooms is smooth, and each space is crafted to visually and emotionally transport the user to its respective time period.