callbag
msdfgen
callbag | msdfgen | |
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2 | 27 | |
1,554 | 3,723 | |
0.0% | - | |
0.0 | 7.0 | |
about 1 year ago | 3 days ago | |
C++ | ||
GNU General Public License v3.0 or later | MIT License |
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callbag
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What’s everyone working on this week (including AoC, 52/2021)?
Rust implementation of the callbag spec for reactive/iterable programming.
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Callbag JSX: React without the "magic"
Short answer is no. You can seamlessly interface with anything that fulfills the callbag spec, which is a specification for functions. That said, you can easily convert callbags to observables and vice versa, so I don't think there will be much issue there.
msdfgen
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Shader Park Is Kinda Neat
This very well explained here https://github.com/Chlumsky/msdfgen and with more details in link d pdf.
Basically, signed distance fields allow high resolution renders from low resolution rasters which represent character shape.
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SDF font rendering & cuttoff parameter value
No idea how to help you but I will just drop this since it improved the quality for me by 1000 https://github.com/Chlumsky/msdfgen
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Best approach to render a lot of text.
And that's the complicated state of the art version for 3D perspective. Other versions are even simpler.
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Leveraging Rust and the GPU to render user interfaces at 120 FPS
This is known as a “multi-channel signed distance field”, or “msdf”.
https://github.com/Chlumsky/msdfgen
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Font question: What software do you use to create "Signed Distance Field" from OTF or TTF?
I use this, free and has been very good for me https://github.com/Chlumsky/msdfgen
- MelonJS – a fresh and lightweight JavaScript game engine
- What is the maximum number of texture2D's I can have in a single texture array uniform binding?
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Why are SDF editors not more popular for creating assets?
Distance fields are not slow to render. They don't need a powerful gpu. Valve was already using SDF for textures in 2007 and released a paper about it. MSDF (multi channel signed distance fields) is a popular text libraries for game engine devs that uses distance fields. Distance fields are fast to render in 2D and even 3D. The problem is with everything around it. Lighting, shadows, shading will all require specialized tooling and likely a specialized engine for very little benefit (imo).
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Vector Graphics on GPU
Signed distance fields only work well for relatively simple characters.
If you have highly detailed characters like Chinese or emojis, you need larger resolution to faithfully represent every detail. One way to get around excessive memory requirements is to store the characters in their default vector forms and only render the required characters on demand, but then you might as well render them at the required pixel resolution and do away with the additional complexity of SDF rendering.
SDFs are still useful though if you have to render text at many different resolutions, for example on signs in computer games, as seen in the original paper https://steamcdn-a.akamaihd.net/apps/valve/2007/SIGGRAPH2007...
In the past, SDFs also had problems with sharp corners, which has been solved in https://github.com/Chlumsky/msdfgen
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Adventures in Text Rendering: Kerning and Glyph Atlases
MSDFGen looks pretty sweet. https://github.com/Chlumsky/msdfgen
What are some alternatives?
tinyvg-rs - A TinyVG vector graphics format parsing library.
msdf-atlas-gen - MSDF font atlas generator
callbag-rs - Rust implementation of the callbag spec for reactive/iterable programming
8SSEDT - Tutorial about 8-points Signed Sequential Euclidean Distance Transform
callbag-expr - Expressions based on callbags
vello - An experimental GPU compute-centric 2D renderer.
openfare - Micropayment funded software.
troika - A JavaScript framework for interactive 3D and 2D visualizations
callbag-jsx - callbags + JSX: fast and tiny interactive web apps
nanovg - Antialiased 2D vector drawing library on top of OpenGL for UI and visualizations.
nvim-matrix-bot - Just a bot for Neovim's Matrix room(s)
msdfgl - OpenGL implementation of the MSDF algorithm