troika
msdfgen
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troika | msdfgen | |
---|---|---|
3 | 27 | |
1,480 | 3,659 | |
2.0% | - | |
6.3 | 6.5 | |
27 days ago | 7 days ago | |
JavaScript | C++ | |
MIT License | MIT License |
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troika
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Frameworks/libraries/tools used to create these fancy animated 3d websites
troika (specifically troika-three-text)
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2D Graphics on Modern GPU (2019)
There's a great WebGL library for doing that on the web using any .ttf, .otf, or .woff font - https://github.com/protectwise/troika/tree/master/packages/t...
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”.
- 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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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
What I was referring is SDFs/MSDFs as in https://github.com/Chlumsky/msdfgen .
Of course you can implement smooth circles directly in a shader the way you describe, but not that there are Vector outline shapes that are not circles...
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How are rust devs doing?
msdfgen for signed distance field text rendering
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font system driving me crazy
Is freetype too heavy? You could also look into that msdfgen project: https://github.com/Chlumsky/msdfgen if you are working with C++.
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Text Rendering Hates You
Not sure if your game has any spatial 3D consideration but this project uses real time Multi-channel signed distance field generation :
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Purdy: An experimental PDF renderer using WebGPU
Well you may want to check out https://github.com/Chlumsky/msdfgen fwiw; that's what I'll likely use for the text rendering portion of a project I have planned, and it can result in some pretty great-looking text.
What are some alternatives?
msdf-atlas-gen - MSDF font atlas generator
8SSEDT - Tutorial about 8-points Signed Sequential Euclidean Distance Transform
vello - An experimental GPU compute-centric 2D renderer.
nanovg - Antialiased 2D vector drawing library on top of OpenGL for UI and visualizations.
portfolio-3d - 3D portfolio
three.js - JavaScript 3D Library.
jeelizFaceFilter - Javascript/WebGL lightweight face tracking library designed for augmented reality webcam filters. Features : multiple faces detection, rotation, mouth opening. Various integration examples are provided (Three.js, Babylon.js, FaceSwap, Canvas2D, CSS3D...).
msdfgl - OpenGL implementation of the MSDF algorithm
libGDX - Desktop/Android/HTML5/iOS Java game development framework
harfbuzz - HarfBuzz text shaping engine
webxr-handtracking - 👐 WebXR hand tracking examples