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How to Use IndexedDB to Handle 3D WebGL Assets

Posted · Category: Information

In this article, I’d like to share everything I’ve been learning while developing the support for IndexedDB inside our 3D WebGL Babylon.JS game engine. Indeed, since 1.4.x, we’re now supporting storing & loading the JSON scenes containing our 3d meshes and their .PNG or .JPG textures as blobs from IndexedDB.

This article is built around my own experience on this topic. It’s based on the way I’ve solved the various issues I have encountered while working with IDB. You’ll then find some explanations & tips on what you must pay attention to when you’ll work with IndexedDB. I will also share how and why we’re using it inside our 3d WebGL engine. Still, this article may be helpful for anybody looking at IndexedDB in general. 3d gaming will just serve as an illustration of its usage.

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How to Write a 3D Soft Engine from Scratch – Part VI

Posted · Category: Information

Here is the final tutorial of this long series. We’re going to see how to apply a texture to a mesh by using mapping coordinates exported from Blender. If you’ve managed to understand the previous tutorials, it will just be some piece of cake to apply some textures. The main concept is once again to interpolate some data between each vertex. In the second part of this tutorial, we’ll see how to boost the performance of our rendering algorithm. For that, we’re going to only display visible faces by using a back-face culling approach. But to go even further, we will use our last secret weapon: the GPU.

You will then understand why OpenGL/WebGL and DirectX technologies are so important to make realtime 3D games. They help to use the GPU instead of the CPU to render our 3D objects. To really see the differences, we will load the exact same JSON file inside a WebGL 3D engine named Babylon.JS. The rendering will be far better and the FPS will be without any comparison, especially on low-end devices!

At the end of this tutorial, you will have this final rendering inside our CPU-based 3D software engine:

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How to Write a 3D Soft Engine from Scratch – Part V

Posted · Category: Information

We’re now going to discover probably the best part of the series: how to handle lightning! In the previous, we’ve fixed a random color per face to be able to see the mesh. We’re now going to change that to compute the angle between a light and each face to have a better illumination. The first algorithm reviewed is named the Flat Shading. It’s using per face normals. We will still see the polygons using this approach. But thanks to Gouraud Shading, we will go one step further. This one uses per vertex normals. It will then interpolate the color per pixel using 3 normals.

At the end of this tutorial, you should have this very cool rendering:

image

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Deal of the Week: 7 Fantastic Christmas Vector Deals

Posted · Category: Information

Christmas is getting close. If you’re looking to spread some Christmas cheer around, either through holiday cards, flyers, T-shirts, ads or various websites, then you’ll want to jingle all the way with this sensational offer. This Mighty Deal is a collection of 7 fantastic Christmas Vector Deals in one! In fact, you’re not just getting a ton of Christmas-themed resources at once, you’re also getting $880-worth of awesomeness for a mere $19.

It contains 10 colorful designs features gorgeous typography in an artistic style to help you easily get anyone into the Christmas spirit. An adorable collection of 20 colorful and cartoony Christmas-themed designs and icons. This professional set of hand-drawn Christmas greetings covers the holiday’s biggest characters and a lot of awesome design resources for Christmas.

christmas-bundle

How to Write a 3D Soft Engine from Scratch – Part IV B

Posted · Category: Information

In the previous tutorial, learning how to write a 3D software engine in C#, TS or JS – Rasterization & Z-Buffering, we’ve learned how to fill our triangles. As we’re CPU based with our 3D software engine, it really starts to cost a lot of CPU time. The good news is that today’s CPUs are multi-cores. We could then imagine using parallelism to boost the performance. We’re going to do that in C# only and I’ll explain why we won’t do it in HTML5. We’re also going to see some simple tips that could boost the performance in such rendering loop code. Indeed, we’re going to move from 5 FPS to 50 FPS, a 10X performance boost!

This tutorial is part of the following series:

1 – Writing the core logic for camera, mesh & device object
2 – Drawing lines and triangles to obtain a wireframe rendering
3 – Loading meshes exported from Blender in a JSON format
4 – Filling the triangle with rasterization and using a Z-Buffer
4b – Bonus: using tips & parallelism to boost the performance
5 – Handling light with Flat Shading & Gouraud Shading
6 – Applying textures, back-face culling and WebGL

In this tutorial, you will learn how to draw lines, what a face is and how cool is the Bresenham algorithm to draw some triangles. Read the rest of this entry »

Deal of the Week: 2,000+ Exclusive Unique Fonts

Posted · Category: Information

Tired of the same old looking fonts? Need to change up the text style in a presentation, print project or a graphic design project? Thanks to this 2,000 Exclusive Unique Fonts from MigthyDeals. That’s two Font Family bundles in one ginormous collection. There are more than 2,000 different fonts. Over 300 unique Font Families.

The first features 1,313 total fonts, while the second sports an additional 1,000 fonts – all royalty free for commercial use, and packaged together for any creative project. This double bundle of font collections normally sells for $198, but for a limited time only, you can get both collections for just $27.

fonts

How to Write a 3D Soft Engine from Scratch – Part IV

Posted · Category: Information

This article was written by the team at Internet Explorer. It has been authorized to be published on WebAppers.

In the previous tutorial,learning how to write a 3D soft engine in C#, TS or JS – loading meshes exported from Blender, we’ve loaded a JSON file where our meshes were serialized from Blender. Up to now, our render function was drawing the meshes with only a simple wireframe rendering. We’re now going to see how to fill the triangles using a rasterization algorithm. Then, we’ll see how to handle a Z-Buffer to avoid having faces living in the back being drawn on top on front faces.

7077.image_02CD12D8

This tutorial is part of the following series:

1 – Writing the core logic for camera, mesh & device object
2 – Drawing lines and triangles to obtain a wireframe rendering
3 – Loading meshes exported from Blender in a JSON format
4 – Filling the triangle with rasterization and using a Z-Buffer
4b – Bonus: using tips & parallelism to boost the performance
5 – Handling light with Flat Shading & Gouraud Shading
6 – Applying textures, back-face culling and WebGL

In this tutorial, you will learn how to draw lines, what a face is and how cool is the Bresenham algorithm to draw some triangles. Read the rest of this entry »

Examples of Image Caption Animations with CSS3

Posted · Category: Information, License Free

Here we have some exmaples of Image Caption Animations with CSS3 Transitions and Transforms. There is no Javascript used so it will work on modern browsers where CSS3 animations are supported. You can check the source code of the page to understand how the animation is working.

image-caption-css3

Requirements: CSS3
Demo: http://hasinhayder.github.io/ImageCaptionHoverAnimation/
License: License Free

Deal of the Week: 850+ Vector Icons with Web Fonts

Posted · Category: Information

PictoFoundry Elite Pro gets you all 852 premium icon fonts in one epic pack. The master vector files are include in .AI + .EPS + .PDF formats. Neatly layered, Infinitely scalable. This icon set is also a collection of web fonts, so you can simply use basic CSS to control how they look on your site, no images necessary. Best of all, the license allows designers and developers to resell the icons on themes/templates.

This uniquely awesome set of 852 icons from PictoFoundry normally sells for $199, but for a limited time only, you can get the entire set for only $29. That’s a massive 85% off the regular price.

picto

The Mobile Playbook 2nd Edition

Posted · Category: Information

Last year, Google published the 1st edition of “The Mobile Playbook: The Busy Executive’s Guide to Winning with Mobile”. Based on the hundreds of conversations they had with businesses at the time, we saw that most of their questions weren’t around ‘why I should invest in mobile’ but ‘how I should invest in mobile’. They originally created the playbook to help executives find answers to those questions and help them take action in mobile.

They are regularly asked for specific recommendations and best practices around mobile. As a result, they’re excited to bring you the 2nd edition of the playbook, complete with updated strategies, new examples of leaders getting it right in mobile, and a prescriptive list of actions to help you win in mobile. While you’ll find that most of the key recommendations are largely in place from the 1st edition, they’ve updated the whole playbook with new examples, and added exclusive deep-dives from industry leaders on topics such as organizational approaches, local mobile marketing and showrooming strategies.

mobile-playbook

Source: http://www.themobileplaybook.com/

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