Just been learning about using Signed Distance Fields for sharp scaled font rendering.
Raylib has a built-in feature for creating SDF font atlases, letting you GPU render SDF font textures.
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Just been learning about using Signed Distance Fields for sharp scaled font rendering.
Raylib has a built-in feature for creating SDF font atlases, letting you GPU render SDF font textures.
Been playing with Rust extensions in Godot and wanted to add a GitHub Actions workflow.
As well as the usual Rust suspects, I added:
โ Scony/godot-gdscript-toolkit to lint GDScript;
โ a Rust MSRV check; and
โ cargo deny for license issue and vulnerability checks.
Love the Godot ๐ค community ๐ฆ Rust support for via GDExtension.
Tried converting GDScript tutorial to use Rust gdext, and liked it! Great alternative to C++ when you need performance.
Just been trying the Rust Rodio crate for adding audio sound fx to a text-based Ratatui game.
Rodio provides a higher-level API for playback of MP3, wav and other audio formats, and worked well for game SFX.
Still learning Ratatui, building a little Text-based UI game. Wondered how to add fireworks to the victory screen and discovered a Bevy Ratatui plugin on the way!
Been trying out Ratatui, inspired by the fantastic text-based user interface apps out there.
Built a little numbers game for trying it out.
Found the Ratatui docs marvellous, with 3 tutorials getting you from hello world to adding unit tests.
Bevy is one of the best-known Rust GameDev engines. It has an excellent ECS, which you can use with other rendering engines.
Been experimenting with using the Bevy ECS crate with Macroquad rendering, together with Rapier Physics, this makes for quite a nice little stack.