canvas_ity
rosettaboy
canvas_ity | rosettaboy | |
---|---|---|
7 | 11 | |
318 | 465 | |
- | - | |
2.5 | 8.6 | |
2 months ago | 26 days ago | |
C++ | C++ | |
ISC License | MIT License |
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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++
rosettaboy
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When Zig Outshines Rust – Memory Efficient Enum Arrays
As somebody who has written the same gameboy emulator in C++, Rust, and Zig (as well as C, Go, Nim, PHP, and Python) - I have yet to find a place where language affected emulation correctness.
Gameboy audio is kind of a pain in the ass (at least compared to CPU, which is fairly easy, and GPU, which is easy to get "good enough” if you don’t care about things like palette colours being swapped mid-scanline) - and some languages take more or less code to do the same thing (eg languages which allow one block of memory to be interpreted in several different ways concurrently will make the “interpret audio RAM as a bunch of registers” code much shorter with less copying) - but in my case at least, each one of my implementations actually has the same audio distortions, presumably because I’m misreading some part of the hardware spec :P
https://github.com/shish/rosettaboy/
(Also yes, the zig version is currently failing because every time I look at it the build system has had breaking changes...)
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Ask HN: Why did Nim not catch-on like wild fire as Rust did?
Niceness is subjective, but Nim is just as valid an addition to that group. Nim compiles to C and has had an --os=standalone mode for like 10 years from its git history, and as mentioned else-thread (https://news.ycombinator.com/item?id=36506087) can be used for Linux kernel modules. Multiple people have written "stub OSes" in it (https://github.com/dom96/nimkernel & further along https://github.com/khaledh/axiom).
While it can use clang as a backend, Nim does not rely upon LLVM support like Zig or Rust (pre-gcc-rust working). Use on embedded devices is fairly popular: https://forum.nim-lang.org/search?q=embedded (or web search).
Latency-wise, for a time, video game programming was a perceived "adoption niche" or maybe "hook" for Nim and games often have stringent frame rendering deadlines. If you are interested in video games, you might appreciate https://github.com/shish/rosettaboy which covers all but Ada in your list with Nim being fastest (on one CPU/version/compiler/etc). Note, however, that cross-PL comparisons are often done by those with much "porting energy" but limited familiarity with any but a few of the PLs. A better way to view it is that "Nim responds well to optimization effort" (like C/Ada/C++/Rust/Zig).
- Finished building a working Game Boy Color emulator using React and WebAssembly 🎮🕹️
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Ask HN: What have you created that deserves a second chance on HN?
https://github.com/shish/rosettaboy
The same gameboy emulator rewritten in C++, Go, Nim, PHP, Cython, Python, Rust, and Zig (and WIP typescript); mostly to teach myself the languages and to compare and contrast their idioms.
Also, when taken with a very large grain of salt, usable as a language benchmark (As with all benchmarks, there are lots of caveats - but as far as I’m aware this is unique in being “the same code in multiple languages” and “several thousand lines of code”):
$ ./utils/bench.py
- Zig 0.10.0 Release Notes
- Python 3.11 is much faster than 3.8
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Writing a Game Boy Emulator in OCaml
Looks very polished, but major disappointment that it's not showcasing OCaml as part of RosettaBoy (https://github.com/shish/rosettaboy)
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Which programming language or compiler is faster
I’m working on it :) https://github.com/shish/rosettaboy
(Ok it’s 5-10k lines rather than a million, but it’s non-trivial enough that the differences between languages are noticable)
- RosettaBoy – the same Gameboy emulator in Rust, Python, and C++
What are some alternatives?
nanovgXC - Lightweight vector graphics library implementing exact-coverage antialiasing in OpenGL
procs - Unix process&system query&format lib&multi-command CLI in Nim
tinf - Tiny inflate library (inflate, gzip, zlib)
shumai - Fast Differentiable Tensor Library in JavaScript and TypeScript with Bun + Flashlight
Tephra - A modern, high-performance C++17 graphics and compute library based on Vulkan
Programming-Language-Benchmark
art - @Bigfan/art is a React custom renderer for HTML5 Canvas.
axiom - A 64-bit kernel implemented in Nim
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.
awesome-python-typing - Collection of awesome Python types, stubs, plugins, and tools to work with them.
fpng - Super fast C++ .PNG writer/reader
KaithemAutomation - Pure Python, GUI-focused home automation/consumer grade SCADA