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Shiny Demos

Shiny Demos
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WebRTC Semantic Versioning 2.0.0-rc.2 Future of Web Design London 2013 The 7th annual FOWD proudly presents three days of cutting-edge learning and inspiration. Red Hot Topics Covering all the hottest topics. Future of Web Design will keep you right up to date with the latest technologies and techniques. Packed Schedule With two tracks across 2 days + workshops; Future of Web Design is absolutely packed with high quality content, just for you. Raphaël—JavaScript Library Recently I worked with Art Processors to create... - German for black Recently I worked with Art Processors to create the “Replay” feature for The State Library of New South Wales’ “Curio” — Essentially, you get to see which exhibits you viewed at the gallery after you’ve left (you’re geotagged through the building as you explore). One particular part of this build proved difficult, I thought it may be worth sharing — The polygonally (is that a word?) masked images: To get this effect to work on webkit browsers, I was able to use the proprietary webkit feature: -webkit-mask-image, with an SVG polygon image. In Firefox (or browsers that actually handle SVG well) — I hand modified the SVG polygon image, adding a clipPath that also contained a copy of the original polygon. I also added some IDs so that the clipPath and original polygon could be referenced separately, then it was just a matter of changing the CSS so webkit would reference the polygon and Firefox would use the clipPath.

jQuery DOM Enlightenment - Exploring the relationship between JavaScript and the modern HTML DOM HTML5 Cross Browser Polyfills · Modernizr/Modernizr Wiki The No-Nonsense Guide to HTML5 Fallbacks So here we're collecting all the shims, fallbacks, and polyfills in order to implant HTML5 functionality in browsers that don't natively support them. The general idea is that: We, as developers, should be able to develop with the HTML5 APIs, and scripts can create the methods and objects that should exist. Developing in this future-proof way means as users upgrade, your code doesn't have to change but users will move to the better, native experience cleanly. Looking to conditionally load these scripts (client-side), based on feature detects? See Modernizr.Looking for a guide to write your own polyfills? svgweb by Brad Neuberg & others Fallback via FlashSnap.SVG from scratch by the author of Raphaël (Dmitry Baranovskiy) Abstracted API. FakeSmile by David Leunen Canvas Web Storage (LocalStorage and SessionStorage) Non HTML5 API Solutions Sectioning Elements Video VTT: Video Timed Track (subtitles) Audio Audio Data API IndexedDB Web SQL Database Web Forms Beacon

« Hannu's Plaza » Doing gravity right Now you may be thinking: "baah, I know how to do gravity.." but there's a big flaw in the commonly used Euler's method to handle the gravity (or other forces). Even all the Quake games have this problem. Then what is it? Most of the programmers do the gravity something like this: velocity = velocity + gravity*delta_time position = position + velocity*delta_time The algorithm above is ok but when delta_time changes or delta_time is too high, it causes many unwanted problems. velocity = velocity + gravity*delta_time/2 position = position + velocity*delta_time velocity = velocity + gravity*delta_time/2 That's it.. but you need proof, right? Picture on the left shows that you should integrate the blue area to get the correct position values after deltatime (you should know from physics that velocity integrated by time gives you position). But what the bad algorithm actually does is shown in the picture on right. Here is how the new algorithm handles the integration: Results in practice

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