msdfgen
makepad
msdfgen | makepad | |
---|---|---|
27 | 24 | |
3,713 | 4,690 | |
- | 1.3% | |
7.0 | 9.9 | |
9 days ago | 6 days ago | |
C++ | Rust | |
MIT License | MIT License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
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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.
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
makepad
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WASM: Big Deal or Little Deal?
It is what Makepad is working on in an interesting way using Wasm and Rust. They have created a Figma-like DSL and a good code separation with the logic behind it. You can edit UI's of in-production apps, and they are bundling an editor for that. Accessibility is an issue, and the project are looking to offer proper support there. In their video linked on the README they run the conference slides on Makepad with live apps embedded and running at 120 fps.
https://github.com/makepad/makepad
https://news.ycombinator.com/item?id=36567681
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Snappy UIs with WebAssembly and Web Workers
> if anyone tells you they need to use WebAssembly to make the UI snappy I'd advise you interrogate that assertion thoroughly.
Get prepared to be blown away by Makepad [0]. I have no affiliation with them, but just watched their most recent conference presentation [1]. The slides were made with Makepad itself and included, embedded, a full-blown IDE, a synthesizer app, a Mandelbrod to zoom in endlessly, and more. All running at 120fps. The presentation is for the most part live-coding with this setup.
What they want to do is bring coders and designers closer together, and while some code is in Rust they developed a DSL for the GUI parts that is close to how Figma works. These GUI's can run anywhere.
And I couldn't help thinking "Why would people have complicated stacks to create Web 2.0 apps for the Google Web, when they have this?", in other words an opportunity to break out of the browser straitjacket.
[0] https://github.com/makepad/makepad
[1] https://www.youtube.com/watch?v=rC4FCS-oMpg
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Makepad- Synthesizer Written in Rust
For those who haven’t seen it, Makepad is also an in-browser code editor with an open-source UI toolkit. Looks like this synth is one of the examples of the UI toolkit.
https://makepad.dev/
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50 Shades of Rust, or emerging Rust GUIs in a WASM world
And I'm obsessed with what happens when you press Alt in their editor. I never knew I wanted this, but boy, do I want it.
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Leveraging Rust and the GPU to render user interfaces at 120 FPS
I tried this, using https://makepad.dev our GPU accelerated UI and renderstack. And unfortunately it wasn't a great experience. Text popping forward for whatever reason is not really an improvement (i tried indent depth, syntax highlighting reasons, cursor behavior). Maybe 'veeeeery' subtly could do something, but otherwise you dont want it to break visual symmetry as we are used to
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Is the regex crate a bottleneck in your program? If so, can you share the details?
Wow, so they did: https://github.com/makepad/makepad/pull/142
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Ask HN: I just want to have fun programming again
It says on the front page Mac and Web only
https://github.com/makepad/makepad#prerequisites
(windows and linux are coming )
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Rust Web Framework Comparison
We can! It’s a lot of work because you don’t have the whole JS ecosystem to fall back on, but to some that’s a feature not a bug.
My favorite example of this is https://makepad.dev
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Lapce release v0.0.12 open source code editor
And a feature highlight of Code Lens. The idea is borrowed from https://github.com/makepad/makepad
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Why Not Rust?
When it comes to compile times, the most optimized Rust codebase I know for optimized for this is makepad.dev [1].
It is compiling from scratch on mac m1 in around 7.5s [2] and that's +100k lines of Rust. However there is close to none dependencies, so this +100k is all there is to compile pretty much.
[1] https://makepad.dev/
[2] https://twitter.com/rikarends/status/1467529091284934666
What are some alternatives?
msdf-atlas-gen - MSDF font atlas generator
rust-gpu - 🐉 Making Rust a first-class language and ecosystem for GPU shaders 🚧
8SSEDT - Tutorial about 8-points Signed Sequential Euclidean Distance Transform
ProseMirror - The ProseMirror WYSIWYM editor
vello - An experimental GPU compute-centric 2D renderer.
Flutter - Flutter makes it easy and fast to build beautiful apps for mobile and beyond
troika - A JavaScript framework for interactive 3D and 2D visualizations
gallery - Flutter Gallery was a resource to help developers evaluate and use Flutter
nanovg - Antialiased 2D vector drawing library on top of OpenGL for UI and visualizations.
react-canvas - High performance <canvas> rendering for React components
msdfgl - OpenGL implementation of the MSDF algorithm
xi-editor - A modern editor with a backend written in Rust.