Thursday, November 30, 2017

Published 2:18 PM by with 0 comment

11 Experimental CSS Projects That’ll Blow Your Mind

There’s a lot you can do with just CSS and a web browser. Great developers love to push the envelope and show just how much is possible.
While experimental projects aren’t always useful on production sites, they are incredibly inspiring and educational.
We’ve organized a handful of CSS projects that showcase the true power of CSS. These are all hosted on CodePen so you can even study and clone the source code to see how they work.

1. GRADIENT LOADING BARS

This Sass loading page uses animated gradients and resizable elements to create a repeating loading effect.
Most people should recognize this loading animation from Facebook which uses a smaller version of this vertical bar loader. But most web loaders use animated GIFs since images are more compliant with all browsers.
This CSS3 loading bar proves that with some creative thinking to can rebuilt almost any animation style you want.

2. SOLAR SYSTEM ANIMATION

Here’s one of the most complex CSS projects I could find online. This dynamic solar system design by Malik Dellidj runs on pure CSS without any images.
Every planet is rendered in CSS including the rotation speeds. This project is meant to be an accurate model of the solar system and it even features a realistic interstellar background to boot.
I can’t imagine how long this took just to make the planet icons, let alone get the animation speeds right. But where there’s a will there’s a way.

3. PURE CSS MINESWEEPER

I never thought I’d see the day when classic Windows minesweeper could be played using pure CSS. Yet thanks to developer Bali Balo that day has come.
Note this doesn’t work exactly as well as the traditional Minesweeper because it doesn’t keep score properly. But it does track time accurately and it doesn’t use a lick of JavaScript.
Somehow even the interface looks surprisingly close to the original Minesweeper UI and it all runs on CSS. While it may not be a perfect replica it’s close enough to reel me into playing a few rounds.

4. DAY AND NIGHT TOGGLES

On the surface this toggle switch may look pretty simple. It runs through a checkbox input and passes data onto the backend, although that’s not really the impressive part.
This toggle has a few features that make it one of the best frontend on/off switches:
  • The toggle icon changes from a sun to a moon
  • Stars and clouds animate into while switching
  • It’s designed with 100% pure CSS
Somehow this on/off switch catches every user click and uses that event to animate the day/night toggle area into view. The sun and moon icon designs are also nicely stylized considering they run on nothing but CSS.

5. CSS MOUSE TRACKING

Traditional mouse tracking is the work of JavaScript which reports the user’s X/Y coordinates on the page.
Technically you still need JavaScript to gather these coordinates and do anything useful with them. But this snippet shows that you can design a pure CSS mouse tracking feature that follows the user’s every movement.
Can’t really think of a practical use for this but it could be fun on a prank site.

6. FLAT AMUSEMENT PARK

We’ve all seen vector icons and illustrations designed for the web. But what about full-page vector illustrations designed with raw CSS and SVG code?
This amusement park design is an experimental project that only works in SVG-supported browsers. Yet in those modern browsers it renders flawlessly and every element has a very realistic placement on the page.
The animations are certainly impressive but it’s the accuracy of the SVG elements that also grab my attention. In a few years we might find these kinds of illustrations on the web running solely in code without any image files.

7. MÖBIUS IN 3D

Designing a repeating CSS animation like the Möbius strip concept is pretty tough. But add in some 3D elements and varying gradients? Now you’ve got a real challenge.
This snippet is quite impressive considering how smooth it looks and how little code is used (only 90 lines of CSS). With Haml you only need 6 lines of code to create the entire concept too.
I’ll admit this wouldn’t be super useful on a real website but it’s a testament to how much you can do with a few dozen lines of HTML and CSS.

8. CUSTOM MAP CREATOR

After using this webapp for a few seconds you may feel confident that it runs on JavaScript. The dynamic behaviors like 3D rotation and terrain placement are all signs of a sweet JS webapp.
But this map creator UI by Vincent Durand is actually 100% pure CSS. The arrows for rotation, the rotation effect itself, and all the click-to-place features run on CSS.
It’s worth mentioning how this entire concept is rendered using 3D cubes too. The blocks themselves work as 3D elements and you can rotate the cubes just by hovering.
No doubt one of the craziest uses for CSS I’ve seen in a long time.

9. PURE CSS IOS 7 ICONS

This project’s a little less interactive but still just as breathtaking. Developer Peter Schmiz recreated all of the main iOS 7 app icons using pure HTML and CSS.
None of these icons use any SVGs or image files. Every element in each icon is hard coded into HTML with a span/div element, then styled using CSS. The craziest part is how accurate these are!
The full set includes 22 icons and they’re all pretty spot on. I’m most impressed with the attention to detail for icons like Maps and Weather. Just more proof that with enough time and patience you can pretty much design anything in CSS.

10. SINGLE-ELEMENT SLACK LOADER

Re-creating the Slack loading animation with CSS3 is definitely impressive. But this snippet recreates the Slack loader with just a single element on the page. That’s what I call dedication.
The total CSS count for this snippet is just over 100 lines which includes the Slack logo colors and the animation effects.
I can’t say if this idea would work for other branded loading icons but I’m certainly impressed with this one.

11. ANIMATED 3D BAR CHARTS

You’ll find dozens of custom 3D bar designs in CodePen all with their own animations. But these 3D bars by Rafael González stand out for all the other modern CSS bar graphs.
Each of these charts run on flexbox for containers so they’ll auto-size depending on how many bars you add and how large the container is. Plus each bar chart animates when it slides into view, all of which is controlled through pure CSS.
And since each bar’s size runs in em’s you can adjust every single bar to scale naturally based on browser font sizes. A nifty example proving that modern CSS is a whole lot more flexible than ever before.
By  Jake Rocheleau   - Orginal Post: https://www.webdesignerdepot.com/2017/09/11-experimental-css-projects-thatll-blow-your-mind/
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Published 2:16 PM by with 0 comment

Getting Started With Free Vector App Gravit

Free stuff! Get your free stuff here! Well, it’s a free vector editor, anyway. We like those, right? To be more specific, I am talking about Gravit. Like I said, it’s free, it always will be, and it has a little something for most people. Plus, it has a version for just about every desktop OS (including Linux and Chrome OS. It has a browser version. Android and iPad versions are coming. It even has a simpler version for total beginners called Klex, which is a bit like Canva.
We’ve mentioned it a couple of times here on WDD, but we’ve never examined it in any sort of depth. Well version 3.2 has just been released, so it’s time to remedy that. Here it is, our introduction to Gravit Designer:

STANDARD FEATURES

It’s a vector editor. It’s got your pen and pencil line-drawing tools. It has shapes, symbols, and boolean operations. You can make multi-page documents. Export your images to all of the standard formats, such as PDF, SVG, JPEG, PNG, etc. Oh, and you can export to Sketch.
Now, most decent vector editors support CMYK, but Gravit lays claim to:
The first engine that fully supports CMYK rendering in the browser…
So yeah, you can do print work in the browser, if you want to.

STANDOUT FEATURES

It’s free. Have I mentioned that, yet?
Free cloud storage: the cloud storage is accessible from both the web and desktop versions of the app, so it’s perfect for constantly-mobile designers. The only real downsides are that there currently doesn’t seem to be a way to share documents on your corner of the cloud with others. Oh, and every system is vulnerable, so if you’re making classified vector drawings, maybe just leave them on your hard drive.
Effects: Basically layer styles and basic filters, but for individual objects, and groups of objects. You can’t apply effects to entire layers, so they’re used purely for organization and easier object manipulation.
Presentations: You can take any multi-page document, and play it as a presentation. Just design your pages and go.
Libraries: You can’t make your own libraries of shapes, yet, but it comes with some built in to make things easier on beginners. There are icons, emojis, some clip art
Anchors: Anchors are a simple way of creating responsive graphics. I wouldn’t try designing a whole responsive site layout with them, but if you have to make graphics for, say, a variety of social media channels, Gravit will work quite nicely. This is actually the intended use case.

INTERFACE

Well it wouldn’t be a proper introduction unless we gave you a head start with the interface. Gravit’s UI is not overly complicated, but time is money. Oh, and note that you can change your theme in the settings menu. I’m actually partial to the “light” theme.
intro
On first running the app, you’ll be presented with a screen that’s supposed to get you started fast. It should be noted that there are a number of graphical templates for various uses, including website graphics, social media posts, presentations, posters, and more.
toolbar
Standard tools are all located in the top toolbar. This is where you’ll switch between select tools, drawing tools, shape tools, object arrangement functions, and more. It’s the obvious stuff. It feels a bit empty for now, when the window is full screen at 1080p, but you can do a lot with the tools provided. The left sidebar is where you can manage your pages and layers, access the libraries and some handy tutorials on the app’s basic functions.
The sidebar on the right is contextual. Depending on what tool and/or object you select, everything changes. This is where you’ll adjust settings, input precise pixel measurements for objects, and all that sort of thing.
effects
The contextual sidebar is also where you’re going to find all of the available object effects. You’ll only see options like Blur, Color Adjust, Drop Shadow, and Inner Shadow to start with. But don’t stop there; click that “More” option. There are quite a few complex and artistic filters and effects to be found.
You’ll also find the Anchor options here. As previously mentioned, these options can be used to “anchor” any object relevant to its position on the page, or in relation to a parent object.
cloud
Using the cloud functionality is simple enough. You can save files to the cloud, open them from the cloud, and organize them with folders. It’s fairly bare-bones for now, but it works. For a single user, it works perfectly well enough.

CONCLUSION

This app can absolutely do some awesome things in the hands of a professional; but illustrators will most likely want to stick with whatever paid app they’re using. It can do a lot, but it can’t do everything Illustrator can to make your workflow easier, for example.
On the other hand, Gravit is a great option for beginners, and web designers with limited vector graphics needs. Just need to whip up a quick banner? This app has you covered with templates to get you started, and enough complex functionality to let designers flex their creative muscles. On top of that, it’s great for anyone who does a lot of design work on the go.
By  JEzequiel Bruni  - Orginal Post: https://www.webdesignerdepot.com/2017/09/getting-started-with-free-vector-app-gravit/
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Saturday, November 12, 2016

Published 11:42 AM by with 0 comment

Sega Mega Drive Console for High Quality Games

Mega Drive - webtady

Mega Drive Console for High Quality Games


Who doesn’t love gaming? It is hard to find anyone who really doesn’t like to play game. So, it is the hottest topic in current era.

After the invention of personal computer, gaming becomes so popular that is near to a person. People who have a personal computer, he/she easily can buy a game on online store or physical store and can play game on his/her personal computer.

Though playing game of personal computer is fun but the real gamers are really freak. Most of them are not happy to playing game on personal computer only. Because playing game on personal computer sometime becomes irritated. So, they are looking for a gaming console to play their desire games.

For the gamers, in marketplace there are some companies whom are producing gaming console.Like, Xbox from Microsoft, Play Station from Sony, Nintendo Wii U. All of them are really popular in present situation.

Besides all of those console Mega Drive is also gaming console. It was so much popular in worldwide at the time it first come to the market and became much more popular on the regions those are the outside of North America.


History Behind Mega Drive:

Actually, the Mega Drive is called Sega Mega Drive. But in North America it called Sega Genesis as well as Super Game Boy also. The Super Game Boy named come from the later Super Aladdin Boy in South Korea. In 1988 the Super Aladdin Boy gaming console was developed by Sega. It was a cartridge based video game console.

Mega Drive is the third gaming home console from the Sega. After the SG-1000 which includes SG-1000 II and Mark III (also called the Sega Master System). In the development process the Mega Drive was also called the Sega Mark V, which was the codenamed of Mega Drive. But now it is become a part of fourth generation video gaming consoles.

Sega Drive had a software library system. For these, more than thousands of games released for this gaming system and store on software library. So, on that time, gamers didn’t buy game from market. The Mega Drive had built game compatibility at its time being.

The main competitors for Mega Drive was Nintendo’s Famicom (NES) and following on Super Famicom (SNES). Besides this, NEC’s TurboGrafx-16 (a personal computer engine in Japan), SNK’s Neo Geo, Atari Jaguar and other numerous number of home consoles and computers is always the biggest console wars of all the time.


Hardware Configuration:

Mega Drive also known as Sega Genesis is mainly a 16-bit home video game console. This gaming console builds on the technology that found in the Master System with adaptors and backwards compatible. Besides, it is upping its technical specifications that’s demanding more on gameplay, sound system and graphical interfaceso that, a number of numerous changes happened on the design of consoles that still continue.

The output Mega Drive sounds is in stereo mode and it can produce some clearer graphical views. All the Mega Drives have a top loading design like the cumbersome VCR-style cartridge loading from the Western NES that helps to removable controllers. From the day one of the console, the console can allow hardware expansions that is help for expand the configuration of the hardware system for revision versions.

In the time being of 1988, the time of its release it was the most powerful gaming console that surpassing the personal computer engine TurboGrafx-16. But the power optimization system was not surpassed until the 1990 when the Neo Geo was come in the gaming console marketplace.

Like to compare with the other home computer on that time, it was not that kind of powerful like the Sharp X6800 as know the Japan Exclusive Computer that released in 1987 or FM Towns which released later on 1989. But the Mega Drive was more powerful than other Western home computers in the late of 80s including the Amiga.


Technical Specifications:

The system master clock rate is 53.70 MHz in NTSC and 59.21MHz in PAL. The frame rate per cycle of master clock is 896,040 in NTSC and 1,067,040 in PAL, where per scanline in master clock is 3420.

Processor:
Main CPU:Motorola 68000
Clock rate: 7.670453 MHz (NTSC), 7.600489 MHz (PAL)
Instruction set: 16‑bit and 32‑bit CISC instructions
Data bus width: 32-bit internal, 16‑bit external
External data bus clock rate: 5 MHz (5 MB/s external data access bandwidth)
Arithmetic logic units: 16-bit data ALU, 32-bit address ALU (2x 16-bit ALU)
Sound CPU: Zilog Z80
Clock rate: 3.579545 MHz (NTSC), 3.546894 MHz (PAL)
Data bus width: 8‑bit
CPU instruction performance: 1.861363 MIPS (NTSC), 1.844386 MIPS (PAL)
68000 performance: 1.342329 MIPS (NTSC), 1.330086 MIPS (PAL)
Z80 performance: 0.519034 MIPS (NTSC), 0.5143 MIPS (PAL)



Sound:
FM sound chip: Yamaha YM2612, clocked at the 68000, clock speed (7.670453 MHz in NTSC, 7.600489 MHz in PAL)
PCM sampling quality: 8‑bit depth, 8–22 kHz sampling rate
IRQ interrupt capabilities: IRQ2 sound interrupt
PSG sound chip: Sega PSG (SN76496), clocked at the Z80 clock speed (3.579545 MHz in NTSC, 3.546894 MHz in PAL) and built into the VDP
Four audio channels: Three channels of pure square wave tones, and one noise channel

Graphics:
GPU: Sega 315‑5313 VDP (Yamaha YM7101)
Clock rate: 13.423294 MHz (NTSC), 13.300856 MHz (PAL)
Pixel clock rate: 6.711647 MHz (NTSC), 6.650428 MHz (PAL)
Internal data bus: 16-bit
External data buses: 16-bit CPU bus, 8/16-bit VRAM bus (Dual Port VRAM, 16-bit RAM/SAM, 8-bit RAM)
IRQ interrupt capabilities: IRQ6 VBlank interrupt, IRQ4 H‑Int (Horizontal Interrupt) scanline interrupt
Video Encoder DAC: Sony CXA1145 (NTSC/PAL)/ Fujitsu MB3514 (PAL)
Color burst clock frequency: 3.579545 MHz (NTSC), 4.433618 MHz (PAL)
Refresh rate: 59.92274 Hz (NTSC), 49.701459 Hz (PAL)

Progressive scan resolutions:
NTSC: 320×224, 256×224
PAL: 320×224, 256×224, 320×240, 256×240

Interlaced resolutions:
NTSC: 320×448, 256×448
PAL: 320×448, 256×448, 320×480, 256×480

Memory:
System RAM: 136 KB
Main RAM: 64 KB
VRAM: 64 KB
FPM DRAM: 64 KB
SAM buffer cache: 256 bytes
Audio RAM: 8 KB
VDP internal cache: 232 bytes
Sprite cache: 80 bytes
Cartridge memory: 512–8224 KB
ROM: 512 KB to 8 MB
SRAM: 8 KB to 32 KB

Bandwidth:
Main RAM: 10.526314 MB/s (16-bit, 5.263157 MHz)
VRAM: 8–11.764705 MB/s (NTSC), 8–8.333333 MB/s (PAL)
Audio RAM: 3.030303 MB/s (8-bit, 3.030303 MHz)
Cartridge ROM bandwidth: 10 MB/s


Models:

Mega Drive:
The main Mega Drive measures 28cm x 21.2cm x 7cm. Its top unit divided into two parts or components. One is a circular emboss which carries the cartridge slot and other one is tagline. But in the later improvise version the tagline was omitted. There also a control panel, which containing the power and reset options and for the headphones jack there is a volume slider. Though the headphone jack was used for stereo sound the audio output system in the original model was mono using A/V port. So, the A/V port convert the sound system slightly.

But in different country there is a little bit differences in model. Like in Asian, Japanese and South Korean models there is cartridge locking system that prevents cartridges for being removed while the power button is on. In the improvise version the TradeMark security system is added also. This security ensured that, Mega Drive became an intellectual property globally.

Mega Drive 2:
But in later 1993 the Mega Drive 2 was released. This one was the most cost reduced design from the very first one. It measurement was 22cm x 21.2cm x 5.9 cm.
In this model the stereo headphone jacks were being removed. Instead of, there was a favor of output through a redesigned A/V port which includes 9 pins.

But a major problem of Mega Drive 2 was lacks a Z80, actually Zilog Z80. Z80 was the most important chip on this time for the Mega Drive 2. Because the lacking of this chip many games that would run on Mega Drive 2 was no sound at all. But in the later revision versions, Z80 integrated into a custom ASIC that incorporated with major chip components.

Genesis 3:
In 1998 a small version of Mega Drive released only for American market. This time it was called the Genesis 3. This version of Mega Drive is released by Majesco. In this version, all kind of bugs including memory controller bugs were being fixed like unplayable some games and the Sega CD as well as 32X unusable rendering problems.


Some Popular Games of Mega Drive:

There were very popular games which ran on Mega Drive at time of it was released. Some of are, Phantasy Star IV, Shining Force II, Gunstar Heroes, The Revenge of Shinobi, Ghouls 'n Ghosts.

It is hardly that the Mega Drive was the most successful video gaming console on its time era. This gaming console was sold over 40 million of unit internationally including United States, Japan, Western Europe and Brazil. Though Mega Drive was an analogue machine type console but it is not totally ancient or nostalgic or dead. It will be still fun to play the most popular games of Mega Drive with friends and family with this console. It costs also exciting and demanding experience that really remembering.
See full specifications and price here: https://ebgames.com.au/loot-220618-Sega-Mega-Drive-Classic-Console-Loot
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