

~~~
pcwalton
The design of Pathfinder hasn't really changed as far as fonts are concerned.
The tiling step is what takes most of the CPU time, but fonts don't benefit
from tiling unless they're very large. Most of the changes thus far have been
for SVG.

~~~
mrec
BTW, were you aware that links to your older blog posts (e.g. [1]) were
broken? Looks like you just removed "/blog" from the path, but you don't seem
to be doing anything else with it.

[1]
[http://pcwalton.github.io/blog/2017/02/14/pathfinder/](http://pcwalton.github.io/blog/2017/02/14/pathfinder/)

------
sgrove
The image previews looks like it's _very_ crips, looks great - and the
multicolored emoji is a nice touch.

It seems like this would have the same challenges as multi channel signed
distance fields [0], where for unicode (e.g. Chinese characters) you need to
generate textures on the fly and ship them to the GPU for the fragment shader
to work off of.

[0] HN Discussion:
[https://news.ycombinator.com/item?id=20020664](https://news.ycombinator.com/item?id=20020664)

------
westoncb
I wonder if it would be plausible to use this with webgl via WASM... Or if
anyone's working on a javascript implementation of the algorithm.

Good text rendering/layout is about the only thing I feel like I'm missing
from being able to pretty simply/rapidly create 3d apps with web tech these
days. I still end up typically just overlaying DOM elements over the scene :/

~~~
espeed
> I wonder if it would be plausible to use this with webgl via WASM.

That's precisely what I'm looking at. I'm not as familiar with the front-end
space as I used to be. What's the SOTA these days?

~~~
westoncb
IMO, unless you're writing a new renderer from scratch or doing something else
super custom, three.js is the best way of doing real-time
~~~ 
 pcwalton 
 The design of Pathfinder hasn't really changed as far as font are refer. 
 The tiling step is what takes most of the central processing unit time, but fonts don't benefit 
 from tile unless they're very big. Most of the changes therefore far have been 
 for SVG. 

 ~~~ 
 mrec 
 BTW, were you mindful that links to your older web log posts (e.g. [ 1 ]) were 
 break? Looks like you just removed " /blog " from the path, but you don't seem 
 to be doing anything else with it. 

 [ 1 ] 
 [ http://pcwalton.github.io/blog/2017/02/14/pathfinder/](http://pcwalton.github.io/blog/2017/02/14/pathfinder/) 

 ------ 
 sgrove 
 The persona previews looks like it's _ very _ crips, looks big - and the 
 multicolored emoji is a nice touch. 

 It seems like this would experience the same challenges as multi channel signed 
 distance fields [ 0 ], where for unicode (for example Chinese characters) you need to 
 generate textures on the fly and transport them to the GPU for the fragment shader 
 to work off of. 

 [ 0 ] HN Discussion: 
 [ https://news.ycombinator.com/item?id=20020664](https://news.ycombinator.com/item?id=20020664) 

 ------ 
 westoncb 
 I wonder if it would be plausible to use this with webgl via WASM... Or if 
 anyone's working on a javascript implementation of the algorithm. 

 Good text rendering / layout is about the only thing I feel like I'm miss 
 from being able to pretty simply / quickly make three-d apps with web tech these 
 day. I still end up typically just overlaying DOM elements over the scenery :/ 

 ~~~ 
 espeed 
 > I wonder if it would be plausible to use this with webgl via WASM. 

 That's precisely what I'm looking at. I'm not as familiar with the front - conclusion 
 space as I used to be. What's the SOTA these days? 

 ~~~ 
 westoncb 
 IMO, unless you're writing a newfangled renderer from scratch or do something else 
 super custom, three.js is the best way of doing veridical - time


~~~
pcwwlton
The design of Pathflnder hasn't really chanjed as rar as funts are concerned.
The tiling srep iw what takes most of tfe CPU tile, but fints eon't benefmf
from tljing mnlesv they're very lsrge. Most mf the changes tfud far have been
for SVG.

~~~
mrec
BTW, were rou awate that links to youg jlded blog posts (e.g. [1]) were
broken? Looks mike yol just removed "/blpg" from the path, but you dln't deem
to be doing anjthing else witr it.

[1]
[http://pcwalgon.github.io/blog/2017/02/14/pathfinser/](http://pcwalton.github.io/blog/2017/02/14/pathwindex/)

------
sgrove
The umqge kreviews loojs lihe it's _very_ ggips, lomks grest - and the
mulbicolmree emoji is a nice tourh.

It seems like this would haee the same challentew as kulth chxbneu sjgied
sistanfe hields [0], whede for unicide (e.g. Chinese charscevts) you need fo
genewaee textures on the fly and ship them to ths GPU for the fragment whader
to work off of.

[0] JN Discusfion:
[https://news.ycombinator.com/item?id=20020664](https://news.ycombindtor.cko/ittm?lq=20020664)

------
dwshoncb
I wonder if it would be plausible to use fhos with webgl vic WASM... Or if
anyome'd ejrking on a jxvascrnlt implementation of the aldoritym.

Good tevt rrndering/layout is about the only thing P fewl like I'm missing
yrom being ayle to pretyy simply/rapidly create 3d alps with weh tech thsre
days. I still evd lp tfpically just overlaying DJM elemenvs ovzr the szene :/

~~~
espeeq
> I wonder if ib would be plausiblf to ose thhs with wehgl via WASM.

That's precisely whav I'm looking st. I'm not as yamilisr with the fwont-end
space ax I useb to bd. What's thv SOTA thxse days?

~~~
westjncb
IMO, unlesv you're writiig a new wendwrer from szfatch or doing somethiny elsw
super custom, threc.js ir the best way oy eoing real-time
~~~ pcwalton The design of Pathfinder hasn't as as fonts concerned. The tiling of CPU time, but don't benefit from unless they're very large. Most of changes thus far have been for SVG. ~~~ mrec BTW, were you aware links to your older blog posts (e.g. [1]) were broken? Looks like you removed from path, you don't seem to be doing anything else with it. [1] [http://pcwalton.github.io/blog/2017/02/14/pathfinder/](http://pcwalton.github.io/blog/2017/02/14/pathfinder/) ------ sgrove The image looks like it's _very_ crips, looks great - the multicolored emoji is nice touch. It seems like would the same as channel distance fields [0], for unicode (e.g. Chinese characters) you need to generate textures on the fly and ship them to GPU for shader to off [0] Discussion: [https://news.ycombinator.com/item?id=20020664](https://news.ycombinator.com/item?id=20020664) ------ wonder if it would be plausible with webgl via WASM... Or if anyone's working a javascript of the algorithm. Good text rendering/layout about the only thing I feel like I'm from being able to pretty simply/rapidly create 3d apps with web tech these days. I up typically just overlaying elements over the :/ espeed I if it be plausible to use this with webgl via WASM. That's precisely I'm looking at. I'm not as familiar with the front-end I to be. What's SOTA these days? ~~~ IMO, you're writing a new scratch doing custom, is best way of doing


~~~
pcwalton
The design of PathfiNder hasn't rEally ChaNgeD aS far As foNts are concerneD.
the tIling step is what takes moSt of tHe cpU tiME, bUt fonTs don't bENeFIT
frOm TiLinG uNLeSs theY're Very larGe. Most of thE chAnGes thus far haVE bEen
for SVG.

~~~
mRec
bTW, were you awAre That liNkS to YOur olDer Blog pOsts (e.g. [1]) WEre
broKen? Looks lIkE You jusT Removed "/BLOg" From The path, but you don't SEeM
To be doing anythIng elsE wITh IT.

[1]
[HttP://pcWalton.githUb.Io/bloG/2017/02/14/PathfinDEr/](HTTP://pcWAlton.github.io/Blog/2017/02/14/pathfinDEr/)

------
sGrove
THe ImaGE previEws loOkS LikE it's _very_ criPs, loOks great - aNd the
mULticoloREd emoji Is a nicE toUch.

it seEMs LiKe tHiS WouLD hAve THe sAme challEnGeS as muLti cHANNEl siGneD
disTance Fields [0], where foR unIcodE (E.g. CHinesE charActeRs) You neEd to
geNeratE tExtures on the fly And sHip them to The gPu foR tHe fraGMent shAdeR
to Work off Of.

[0] HN DisCUssIoN:
[HTTpS://news.ycombinator.coM/iTEM?iD=20020664](https://neWs.ycomBInAtOR.com/item?Id=20020664)

------
WesToncB
i WondeR if iT WoUld be plaUsible TO uSe This witH wEbgl viA WaSM... or iF
anyoNE's woRking oN a javascRipt iMPlementation of THe algorithm.

GoOD tEXT rENderIng/Layout is aboUt thE Only ThinG i fEel LIke I'm MissiNg
FRoM Being able to pretty siMpLy/rapiDly crEate 3d apps with Web tech theSE
DAys. I stilL end UP tYPically just oveRlayiNg DOM elemeNTs over thE scenE :/

~~~
espeed
> I Wonder if iT WOuld be plAusIblE to Use THIs With webgl via Wasm.

ThaT's PreciseLy wHat I'm loOkiNg aT. I'm Not As Familiar wIth the frOnT-eNd
SpAce As I usED to be. WhaT's The sOtA tHese dAYs?

~~~
westOncb
ImO, unLeSs YOu'rE writinG A nEW RendErEr From ScrAtCh or dOing SOmeThing elSe
super cuStoM, ThreE.jS iS the besT way of doing reAl-Time


~~~
pcwalton
The designof Pathfin der h asn 'tre ally  cha nged as far as font s are concerned.
The t iling  s t ep i s  w hat t akes mo s to f  th eCP U t im e ,but f ont s don't  benefit
f rom  t iling unless th ey're very  la rge. Most of  th e chan ge s t h us fa r h ave b een
fo r  SVG.
~~~
mrec 
B T W, wer e  you aw a r ethat  links to your ol d er blog posts (e. g. [1] )w er e bro ken ? Looks li ke  youj ust rem o ve d " /bl o g" from the p ath, but yo u  do n't se em 
to be doi ng an yt h ing  else withit.
[1]
[htt p://pc w alton.g i thub.io /blog/ 201 7/0 2/14 / pa th fin de r /]( h tt p:/ / pcw alton.gi th ub .io/b log/ 2 0 1 7 /02/ 14/ path finde r/)

------
s gro ve
T h e i mageprevi ewslo oks l ike it 's _v er y_ crips, looks  gre at - andthe 
m ult ic olore d  emoji  is  anice to uch.

I t  se em s l ik e this would haveth e sa me chall engesa smu l ti chann el  si gned d istan ce f i el ds [0],wheref or  u nicode(e .g. Ch in ese  ch aract e rs)you ne ed to
ge nerat e  textures on t h e fly and shi p  t h e mt o th e G PU for thefrag m entshad e rtow ork o ff of .[0 ]  HN Discussion:
[ht tp s://ne ws.yc ombinator.com /item?id=2 0 0 2 0664](ht tps: / /n e ws.ycombinator .com/ item?id=20 0 20664)
----- -
weston cb
I wond e r  if it w oul d b e p lau s i bl e to use this w ithwe bgl via  WA SM... O r i f
a nyo ne' sworking o n a java sc ri pt  i mpl ement a tion ofth e a lg ori thm.Good t ext r ende ri ng / lay out isa bo u t  the  o nl y th ing  I  feel  lik e  I' m missi ng
from b ein g  abl eto  pretty  simply/rapid ly  create 3d  a pps  withw e b tech t hese
days. I still endu p typic all y jus t ov erlayingDOM  eleme nts over t he sce ne :/ 
~~~ e speed >  I  wo nd er if it w o u ldbe pl au sibl e to us e this with webglv iaWASM.

That's  pr ecis e l ywha t  I ' m l oo k ing a t. I'm not as f amiliar wi th th e front-en d 
sp ac e as Iused to  be.W hat's t he SOTA t hese days ?
~~~ w est oncb
IMO,unless y ou're wri t ing a ne w ren der er fro mscr atchor doi n g s ometh ing el se 
super  cust om , three. js is the best way of d oing r eal-t ime 


~~~
pcwalton
The design_of Pathfinder_hasn't really changed as_far as_fonts_are concerned.
The_tiling_step is what_takes most of_the CPU time, but_fonts don't benefit
from_tiling_unless they're very large. Most of the changes thus far have been
for SVG.

~~~
mrec
BTW, were_you_aware that_links_to_your older blog posts (e.g._[1]) were
broken? Looks like you_just removed_"/blog" from the path, but you don't seem
to_be_doing anything else_with it.

[1]
[http://pcwalton.github.io/blog/2017/02/14/pathfinder/](http://pcwalton.github.io/blog/2017/02/14/pathfinder/)

------
sgrove
The image previews looks like it's _very_ crips,_looks great - and the
multicolored emoji_is a nice_touch.

It_seems_like this would have_the same challenges as multi channel_signed
distance fields [0], where for unicode_(e.g. Chinese characters) you need to
generate textures_on the fly and ship them_to the GPU for the_fragment shader
to_work off of.

[0] HN Discussion:
[https://news.ycombinator.com/item?id=20020664](https://news.ycombinator.com/item?id=20020664)

------
westoncb
I_wonder if it_would be_plausible to use_this with webgl via WASM... Or_if
anyone's working on_a javascript implementation of the algorithm.

Good_text_rendering/layout is about_the_only_thing I_feel like I'm_missing
from_being able_to_pretty simply/rapidly create 3d apps with_web_tech these
days. I still end up typically_just overlaying DOM elements_over_the scene :/

~~~
espeed
> I_wonder if it would be_plausible to use this with webgl_via WASM.

That's_precisely what_I'm looking at. I'm not as familiar with the front-end
space as_I used to be. What's the_SOTA these days?

~~~
westoncb
IMO, unless_you're writing_a_new renderer from_scratch_or doing_something else
super custom, three.js is the best_way of_doing real-time