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This is wonderful news, and my sincere thanks to the author. I remember coming upon this algorithm several years ago, and thinking it was extremely elegant and very appealing, but being disappointed by the patent status making it unusable for FOSS work. I really appreciate the author's choice to dedicate it to the public domain after a reasonable amount of time, and congratulations on the success it had while proprietary!

Now if I ever get around to writing that terminal emulator for fun, I'll be tempted to do it with this algorithm for the code's aesthetic appeal.

Love it when someone who makes complex, helpful software is rewarded for their efforts. More stories like this!
Oh wow this is crazy. This was a project that was reasonably successful commercially. And now it’s just being given away open source? What an absolutely incredibly gift to the community!!
I am sorta in a position where implementing a glyph renderer as a compute shader would be helpful. This is a great opportunity to use this as a reference... exciting weekend project!
His latest project is https://radicalpie.com/

A Professional Equation Editor for Windows 10/11 for 60$ that uses Slug for rendering. Presumably he‘s using it to write his great FGED books.

Lengyel continues to be standup dude, kudos!
Damn, I worked with the author's game engine (C4) about... 20 years ago now while still in school, didn't know they were still active in that area!
> But I think that’s too long. The patent has already served its purpose well, and I believe that holding on to it any longer benefits nobody.

Damn dude didn't you pay like ... over $10k for that patent?

I used Slug at a previous job. It is an excellent, artfully crafted library; really the pinnacle of software engineering in my opinion. Thanks to the author for donating the algorithm to the public domain!
Finally, some good video game development news!
Awesome algorithm and thank you for donating it to open source!
Amazing, Thank you Eric!!

Also, Microsoft's Loop-Blinn patent for cubic curves will expire on March 25. These might change the landscape of text rendering...

I thought loop-blinn expired a while ago, or is the cubic curves separate from quadratic?
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Glyph complexity has no effect on the calculations done in the pixel shader and does not change how glyphs are preprocessed. There are no edge cases. If you'd like to see some ridiculously complex fonts get rendered with Slug, check out the 8th page in the demo at sluglibrary.com. Some of those individual glyphs are composed of over 1000 Bézier curves!
Please don’t post AI generated comments, it’s against the rules and also just a waste of people’s time.
This is super cool. A few years ago I was wondering if Ruffle could do something similar, incorporate some kind of GPU accelerated vector graphics.

At the time they were going with, approximating the curves out of triangles. I don't know if they're still doing that though.

So nice to see this here. The author's books are awesome resources for graphics and C++. It's a shame there seem to be fewer print editions available these days!?
I am not at all familiar with game development. This article reminds me of Casey Muratori mentioning a font issue in game development environment from a random podcast. On web, you can just fetch a google font whatever. No problem. On a local machine, you tend to look a well-established software like harfbuzz. But then harfbuzz could be rather a big dependency. A game is self-contained and you want your font looks cool and unique to your game, like the Diablo font. So it becomes a design issue. It's an awesome approach to let GPU render fonts. I cannot imagine how many game devs had font issues where they realized that they might have to learn how to render fonts as well not just characters and grass.