msdfgen
Recast/Detour
msdfgen | Recast/Detour | |
---|---|---|
27 | 14 | |
3,713 | 6,222 | |
- | 0.8% | |
7.0 | 7.4 | |
9 days ago | 3 days ago | |
C++ | C++ | |
MIT License | zlib License |
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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
Recast/Detour
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RE: If you had to pick a library from another language (Rust, JS, etc.) that isn’t currently available in Python and have it instantly converted into Python for you to use, what would it be?
RecastNavigation
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How do RTS Games stop Agents from Pathing into each other?
Detour is open source (zlib) so anyone has access to a proven RVO implementation. I believe Unreal and Unity still use Recast/Detour for navmesh and avoidance, but it looks like Godot cooked up their own.
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How to generate a collision mesh for a given mesh (aimesh) using Assimp?
https://github.com/recastnavigation/recastnavigation There is also a library called Yuka that is web based that can generate navmeshes i think: https://mugen87.github.io/yuka/docs/NavMesh.html
- How did they code it: Unity's Navigation mesh
- Literature related to generating navigational meshes? (or something similar)
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Divert - Bindings to RecastNavigation
Hi, wanted to post about my rust project. I created Rust Lang bindings to the famous https://github.com/recastnavigation/recastnavigation . My library, Divert, currently provides the resources to interact with the Detour, 3d mesh path finding, capabilities of Recast Navigation. In the future, I hope to implement bindings for the Recast side of RecastNavigation which facilitates generating navigation meshes from input geometry to be used by detour. Most of my hobby work revolves around reverse engineering video games, so I needed the capabilities of Detour for my Rust program to navigate in game geometry. I would characterize myself as quite new to Rust still, so constructive criticism is highly welcome. I imagine, I did some really weird stuff while designing this crate, and I bet someone can let me know here ;)
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How are rust devs doing?
Recast & Detour for navigation meshes (though Rust does have Detour bindings)
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Looking for grid library
For path finding there is at least https://github.com/recastnavigation/recastnavigation
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Pathfinding in modern games
Recast is used in Unreal and many other games.
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Question about new Navigation Server
https://github.com/recastnavigation/recastnavigation Would be.
What are some alternatives?
msdf-atlas-gen - MSDF font atlas generator
AI-Toolbox - A C++ framework for MDPs and POMDPs with Python bindings
8SSEDT - Tutorial about 8-points Signed Sequential Euclidean Distance Transform
Genann - simple neural network library in ANSI C
vello - An experimental GPU compute-centric 2D renderer.
btsk - Behavior Tree Starter Kit
troika - A JavaScript framework for interactive 3D and 2D visualizations
ANNetGPGPU - A GPU (CUDA) based Artificial Neural Network library
nanovg - Antialiased 2D vector drawing library on top of OpenGL for UI and visualizations.
BayesOpt - BayesOpt: A toolbox for bayesian optimization, experimental design and stochastic bandits.
msdfgl - OpenGL implementation of the MSDF algorithm
tensorflow - An Open Source Machine Learning Framework for Everyone