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A Decade of Slug

604 pointsby mwkaufmayesterday at 6:59 PM56 commentsview on HN

https://web.archive.org/web/20260317185928/https://terathon....


Comments

miloignisyesterday at 7:37 PM

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.

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ameliustoday at 9:19 AM

> I was granted a patent for the Slug algorithm in 2019, and I legally have exclusive rights to it until the year 2038. But I think that’s too long.

This is cool but I did not know software patents were still a thing in the US.

cachiusyesterday at 8:54 PM

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.

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astroalexyesterday at 10:13 PM

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!

sbinneetoday at 7:19 AM

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.

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tokyovigilantetoday at 3:43 AM

Thanks Eric, much appreciated. How would you compare your approach to something like Vello (https://github.com/linebender/vello)?

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weslleyskahtoday at 7:13 AM

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!?

byearthithatiusyesterday at 8:24 PM

Love it when someone who makes complex, helpful software is rewarded for their efforts. More stories like this!

amagitakayositoday at 1:03 AM

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...

Cthulhu_yesterday at 9:14 PM

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!

andaitoday at 1:57 AM

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.

Vipitisyesterday at 8:43 PM

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!

VikingCoderyesterday at 8:07 PM

Is it on ShaderToy yet? :D

valentinomici51today at 8:12 AM

I've been following this project for a while. Nice to see the progress.

lacooljyesterday at 9:51 PM

> 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?

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swiftcoderyesterday at 9:04 PM

Lengyel continues to be standup dude, kudos!

Validarktoday at 12:08 AM

Awesome algorithm and thank you for donating it to open source!

adamrezichyesterday at 10:41 PM

Finally, some good video game development news!

leecommamichaelyesterday at 9:51 PM

Thank you!

maximilianburkeyesterday at 9:29 PM

Amazing! Thank you, Eric!

forrestthewoodsyesterday at 8:26 PM

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!!

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moralestapiayesterday at 7:53 PM

Thank you for your service!

rrauenzayesterday at 8:07 PM

Here's an alternate if you're also getting connection reset errors:

https://web.archive.org/web/20260317185928/https://terathon....

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myylogictoday at 12:41 AM

[dead]

Iamkkdasari74today at 12:29 AM

this is very cool

fasteriktoday at 12:22 AM

This is great news. With the speed of hardware these days, there's really no excuse not to render glyphs directly from the Bézier curves with analytic anti-aliasing. Past solutions like texture atlases and SDFs always felt like a hack and produced sub-par results at arbitrary scales. Hopefully with the open-sourcing of Slug, more major libraries and game engines will adopt the high quality approach.

wei03288today at 1:47 AM

[flagged]

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