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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/

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

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 from scratch in C#, TS or JS – drawing lines & triangles, we’ve learned how to draw lines & triangles and we really started to see the 3D side our meshes thanks to this wireframe rendering. But we’ve only displayed a cube… And even a simple cube already has 12 faces! Are we going to be forced to handle ourselves all the faces for more complex objects this way? Hopefully not.

image

3D modelers help the collaboration between 3D designers and developers. The designer can use its favorite tools to build his scenes or meshes (3D Studio Max, Maya, Blender, etc.). Then he will export his work into a file that will be loaded by the developers. The developers will finally push the meshes into his real time 3D engine. There are several file formats available on the market to serialize the job done by the artists. In our case, we’re going to use JSON. Indeed, David Catuhe has done an export library for Blender that output a .babylon file using JSON. We’re then going to see how to parse that file and display the meshes in our lovely soft engine.

Blender is a free 3D modeler you can download here: http://www.blender.org/

You can write plug-ins in Python. That’s what we’ve done for the exporter.

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: MotoPress Content Editor

Posted · Category: Information

A simple WordPress Plugin, MotoPress replaces the default editor and makes content editing a snap. MotoPress Content Editor is a revolutionary plugin that replaces the default WordPress editor and facilitates the editing of content, articles and custom post types. Using super easy drag-and-drop methods, MotoPress couldn’t make life any simpler for you, unless it actually wrote your posts for you.

It’s built on a Responsive Design, MotoPress will function on any device you’re using. MotoPress normally sells for $29, but for a limited time only, you can get this powerful and simplifying WordPress plugin for only $9. That’s more than 65% off the regular price.

motopress

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

Posted · Category: Information

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

Now that we have built the core of our 3D engine thanks to the previous tutorial Tutorial series- learning how to write a 3D soft engine from scratch in C#, TypeScript or JavaScript, we can work on enhancing the rendering. The next step is then to connect the dots to draw some lines in order to render what you probably know as a “wireframe” rendering.

1 – Writing the core logic for camera, mesh & device object
2 – Drawing lines and triangles to obtain a wireframe rendering (this article)
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 »

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