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Ambient CSS v3 – Blender meets CSS

ambientcss.vercel.app

31–40 of 103 posts

Re: Ambient CSS v3 – Blender meets CSS

#31

We used to do this during the Web 2.0 era with PNGs, GIFs and `progid:DXImageTransform` because back then you couldn't do it with standard CSS alone. Then as CSS (and MS!) evolved to enable it, the world moved on to flat UIs. It's ironic, isn't it?

There was a lot of one-upsmanship at the time. People did it because it was hard. When it wasn't difficult to do anymore, they stopped because it wasn't actually good clean design.

Also, early on, there was an idea that cyberspace should resemble meatspace so the meats don't get confused. That's no longer much of a concern.

Re: Ambient CSS v3 – Blender meets CSS

#35
I wrote something a bit like this years ago as an experimental portfolio site... a sort of responsive engine managing flat "cards" with CSS shadow cues for depth. (The responsive aspects are all JS on a loop that tweens everything). Ever since Photoshop released drop shadows on the world, I've generally thought that their overuse was a way to mask bad design, but I thought it was interesting at the time to see how far you could get using only drop shadows. Note: This site hasn't been updated in a decade. Not made for dark mode.

https://thestrikeagency.com

Re: Ambient CSS v3 – Blender meets CSS

#39
The keyboard controls to select a radio button shouldn't depend on the visual orientation of the radio buttons. Browsers get this right by default, but the radio buttons aren't implemented with `` and instead are just a row of plain buttons and a bunch of javascript. A quick check in the dev tools confirms the other widgets are similarly implemented :(

I love the look, though!

Re: Ambient CSS v3 – Blender meets CSS

#40
post #31

We used to do this during the Web 2.0 era with PNGs, GIFs and `progid:DXImageTransform` because back then you couldn't do it with standard CSS alone. Then as CSS (and MS!) evolved to enable it, the world moved on to flat UIs. It's ironic, isn't it?

There was a lot of one-upsmanship at the time. People did it because it was hard. When it wasn't difficult to do anymore, they stopped because it wasn't actually good clean design. Also, early on, there was an idea that cyberspace should resemble meatspace so the meats don't get confused. That's no longer much of a concern.

> they stopped because it wasn't actually good clean design.

Unfortunately, they didn't replace it with good, clean design.

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