azul3d / engine

Azul3D - A 3D game engine written in Go!
https://azul3d.org
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User Interface #20

Open slimsag opened 8 years ago

slimsag commented 8 years ago

From @slimsag on August 9, 2014 0:0

Many game engines today provide user interfaces -- but they are often lacking in several areas. Azul3D could accel and provide a robust user interface library suitable for games and many other types of applications.

Copied from original issue: azul3d/oldissues#14

slimsag commented 8 years ago

From @dskinner on August 9, 2014 0:27

A lot could be done here just working under the idea that a gfx.Object or deriviative can easily display text, be easily measured for various circumstances including view constraints, and easily display within a bounded area (for creating scrollables).

A robust text package precludes this task certainly. I started on a text pkg a couple weekends ago based on the work here https://github.com/rougier/freetype-gl and the prepackaged freetype bits under azul3d.org/native/freetype (there's some overlap between some of the structs in freetype-gl and go structs in native/freetype) but I dont really have a steady schedule to work on such things.

On Fri, Aug 8, 2014 at 7:00 PM, slimsag notifications@github.com wrote:

Many game engines today provide user interfaces -- but they are often lacking in several areas. Azul3D could accel and provide a robust user interface library suitable for games and many other types of applications.

— Reply to this email directly or view it on GitHub https://github.com/azul3d/issues/issues/14.

slimsag commented 8 years ago

As far as the robust text package goes -- I am actively researching the possibility of rendering literal TTF font contours -- without rendering them to images yet. The idea is that we could have resolution-independent 2D text directly from TTF font files.

Also considering the ability to create 3D meshes using roughly the same method.

slimsag commented 8 years ago

From @dskinner on August 9, 2014 1:14

Interesting! Thanks for letting me know. On Aug 8, 2014 8:09 PM, "slimsag" notifications@github.com wrote:

As far as the robust text package goes -- I am actively researching the possibility of rendering literal TTF font contours -- without rendering them to images yet. The idea is that we could have resolution-independent 2D text directly from TTF font files.

Also considering the ability to create 3D meshes using roughly the same method.

— Reply to this email directly or view it on GitHub https://github.com/azul3d/issues/issues/14#issuecomment-51672750.

slimsag commented 8 years ago

From @5k3105 on September 12, 2014 17:19

"GLyphy is a signed-distance-field (SDF) text renderer using OpenGL ES2 shading language.

The main difference between GLyphy and other SDF-based OpenGL renderers is that most other projects sample the SDF into a texture. This has all the usual problems that sampling has. Ie. it distorts the outline and is low quality.

GLyphy instead represents the SDF using actual vectors submitted to the GPU. This results in very high quality rendering."

https://code.google.com/p/glyphy/

https://www.youtube.com/watch?v=7tHv6mcIIeo