canvas_ity
enu
canvas_ity | enu | |
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7 | 10 | |
318 | 447 | |
- | - | |
2.5 | 9.0 | |
2 months ago | 10 days ago | |
C++ | Nim | |
ISC License | MIT License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
canvas_ity
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Writing a TrueType font renderer
I have a small TTF implementation that's in the neighborhood of that size and is open source. It's part of my canvas_ity single-header library [0] that's around 2300 LOC / 36 KB object size and implements a C++ version of most of the 2D HTML5 canvas spec [1].
The core implementation of the TTF parsing and drawing is in L1526-L1846 with another small bit at L3205-L3274 of src/canvas_ity.hpp.
It's something of a toy implementation that only supports western left-to-right text, and doesn't do any hinting at all, nor kerning, nor shaping. But it's enough to draw a basic "Hello world!" using any typical TTF file.
The test suite in test/test.cpp L84-304 embeds a few custom Base64-encoded TTF files. They're small and only have a few glyphs but they do exercise a number of interesting edge cases in the OpenType TTF spec [2]. Have a look at the HTML5 port of the test suite at test/test.html in different browsers to see how their canvas implementations render those fonts.
[0] https://github.com/a-e-k/canvas_ity
[1] https://www.w3.org/TR/2015/REC-2dcontext-20151119/
[2] https://standards.iso.org/ittf/PubliclyAvailableStandards/c0...
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The Lone Developer Problem
Agreed, that sort of documentation is pure gold when done well.
It's something I always try to pay forward by doing in my own code. For example, one of my own solo projects was an STB-style single-header -like rasterizer library for C++. I started the implementation half of the library with a short outline of the rendering pipeline's dataflow and the top-level functions responsible for each stage:
https://github.com/a-e-k/canvas_ity/blob/f32fbb37e2fe7c0fcae...
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Ask HN: What have you created that deserves a second chance on HN?
https://github.com/a-e-k/canvas_ity
This is an STB-style single-header C++ library with no dependencies beyond the standard C++ library. In about 2300 lines of 78-column code (not counting blanks or comments), or 1300 semicolons, it implements an API based on the basic W3C specification to draw 2D vector graphics into an image buffer:
- Strokes and fills (with antialiasing and gamma-correct blending)
- Linear and radial gradients
- Patterns (with repeat modes and bi-cubic resampling)
- Line caps and line joins (handling high curvature)
- Dash patterns and dash offsets
- Transforms
- Lines, quadratic and cubic Beziers, arcs, and rectangles
- Text (very basic, but does its own TTF font file parsing!)
- Raster images (i.e., sprites)
- Clipping (via masking)
- Compositing modes (Porter-Duff)
- Drop shadows with Gaussian blurs
I also uncovered a number of interesting browser quirks along the way with the HTML5 port of my testing suite.
- Hello, PNG
- A tiny, single-header -like 2D rasterizer for C++
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canvas_ity - A tiny, single-header <canvas>-like 2D rasterizer
Repository: https://github.com/a-e-k/canvas_ity
- Show HN: Canvas_ity – A tiny, single-header -like 2D rasterizer for C++
enu
- Enu – 3D live coding, implemented in Nim
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Ask HN: What have you created that deserves a second chance on HN?
https://github.com/dsrw/enu - Enu is a 3d live programming environment for experimenting, making games, and learning to code. Kind of a Logo meets Minecraft type thing. It's written in Nim (using the Godot game engine), and also uses interpreted Nim for the in-world scripting.
I use it to teach kids to code. The released version is pretty rough and probably not fit for general consumption, but the next release (coming next month... I hope) is quite a lot better.
https://youtu.be/9e9sLsmsu_o is a demo making a simple survival game, and https://youtu.be/upg77dMBGDE is a now very outdated demo building towers and other simple structures. Thanks!
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Inky: Isolation. A 90 minute game built with Enu, Nim and Godot
In this video I put together a simple 3D survival game staring Inky, the blue ghost from Pac-Man, using the just released Enu 0.1.99.
- Enu 0.1.99
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Nim: Curated Packages
Less of a global sales pitch for Nim (I'm a shoo-in from Pascal), but I found this today and thought it was neat:
"Enu lets you build and explore worlds using a familiar block-building interface and a Logo inspired API."
https://www.youtube.com/watch?v=ECJsq7BeZ8w
https://github.com/dsrw/enu
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Stop waiting
I work on Enu and am invested pretty heavily into Godot + Nim. I’m hoping someone else beats me to it, but I’m going to create a Godot 4 binding if no one else does. I’ll probably start 6 or so months after 4.0 releases. Assuming I don’t get hit by a bus or something, there will be a migration path eventually.
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Nim Version 1.6.6 Released
Nothing here is untrue, but from my perspective it's overstated. I don't use discord, but I visit the forum daily, follow most of the RFCs, and spend a lot of time coding in Nim (https://github.com/dsrw/enu). I really like Nim, mostly like its community, and think many more people should be using it.
I'm sure fusion could have been handled better, and for 2021 the roadmap was a bit hazy, but I can't think of any other big missteps. Araq, dom, PMunch, and other senior folks are in the forms helping people and answering questions every day, and my interactions with all of them has been very positive. The big post 1.0 feature was arc/orc, and that was very well communicated. Bugs are being fixed, useful new features are being added, and future plans are being discussed in the open.
And Nim itself is great. The "if it compiles, it works" factor is high, yet I almost never feel like the compiler is fighting me. Simple things are simple (I'm teaching it to a group of 12 year olds), it's incredibly flexible, it's fast, and it's suitable for almost any sort of problem. There's nothing else like it, and I expect I'd continue using it for at least a decade even if it switched into maintenance mode tomorrow. I think it will take at least that long for something better to come along.
- A Logo-like DSL for Godot, implemented in Nim language
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Show HN: Real-time multiplayer games with cubes. Early feedback on dev docs?
This is cool. I'm working on something similar called enu (https://github.com/dsrw/enu), but I think you're further along than I am.
A few suggestions that may or may not be helpful:
- Blocky "game fonts" are hard to read. They're fine for games, but for editing code I want a normal monospace font rendered at a normal DPI.
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I think Nim community should focus more on Godot engine.
I also thought godot + nim would be great together. So mid year, I just got started. I hacked together this https://github.com/geekrelief/gdnim which allows for gdnative library hot reloading, the first of its kind for gdnative. I was inspired by https://github.com/dsrw/enu which uses nimscript.
What are some alternatives?
nanovgXC - Lightweight vector graphics library implementing exact-coverage antialiasing in OpenGL
colyseus - ⚔ Multiplayer Framework for Node.js
tinf - Tiny inflate library (inflate, gzip, zlib)
godot-nim - Nim bindings for Godot Engine
Tephra - A modern, high-performance C++17 graphics and compute library based on Vulkan
nimskull - An in development statically typed systems programming language; with sustainability at its core. We, the community of users, maintain it.
art - @Bigfan/art is a React custom renderer for HTML5 Canvas.
DPDK-WiFi - DPDK version with support for ath10k-based wireless NICs
osxphotos - Python app to work with pictures and associated metadata from Apple Photos on macOS. Also includes a package to provide programmatic access to the Photos library, pictures, and metadata.
godot_voxel - Voxel module for Godot Engine
fpng - Super fast C++ .PNG writer/reader
aglet - A safe, high-level, optimized OpenGL wrapper and context manager.