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Blend2D – 2D Vector Graphics Engine

blend2d.com

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Re: Blend2D – 2D Vector Graphics Engine

#2
This is very interesting. Especially since other vector engines are either unmaintained (like Antigrain) or extremely hard to build (Skia, Cairo).

I do wonder if these kind of libraries shouldn't be supplanted by hardware accelerated rendering, though.

Re: Blend2D – 2D Vector Graphics Engine

#3
Very interesting and useful, but when I read the title I was hoping it would be something different.

I would love to find some kind of stripped-down vector graphics engine that is fully geared towards real-time rendering of path-based graphics for games. For example to write retro-style games that use 2D vector graphics instead of textured quads. I've been writing a simple game that uses this graphics style, and so far I've been simply using pre-rendered textures for sprites. Being able to directly render these things by composing vector-based layers would allow all kinds of interesting effects and image quality improvements, e.g. seamless scaling morphing, etc. Obviously this would be way, way slower than emulating these things using bitmap textures and/or SDF's for scaling, but for the simple graphics my game is using that should probably be fine, even on mid-range hardware there is plenty of frame time I could dedicate to vector rendering and still hit at least 30fps.

Re: Blend2D – 2D Vector Graphics Engine

#4
post #3

Very interesting and useful, but when I read the title I was hoping it would be something different. I would love to find some kind of stripped-down vector graphics engine that is fully geared towards real-time rendering of path-based graphics for games. For example to write retro-style games that use 2D vector graphics instead of textured quads. I've been writing a simple game that uses this graphics style, and so f…

I have had great success using the ideas presented here (http://m1el.github.io/woscope-how/index.html) for simulation of traditional vector graphic screens. It is very fast and easily modified to allow for intensity modulation as well.

Re: Blend2D – 2D Vector Graphics Engine

#5
Whenever SVG rendering engines come up, sooner or later the question of "which part of the SVG spec does it render incorrectly?" comes up. How does this one fare?

I get the impression that often these rendering bugs are partially caused by old optimizations that break later spec changes or missed some edge cases the first time around, so I hope that means this engine does better than most because it's more recent, built from-the-ground-up and can learn from the mistakes of others.

Re: Blend2D – 2D Vector Graphics Engine

#6

Whenever SVG rendering engines come up, sooner or later the question of "which part of the SVG spec does it render incorrectly?" comes up. How does this one fare? I get the impression that often these rendering bugs are partially caused by old optimizations that break later spec changes or missed some edge cases the first time around, so I hope that means this engine does better than most because it's more recent, bu…

Blend2D isn't a SVG rendering engine; maybe a SVG rendering engine can be built on top of Blend2D. But anyway SVG specifications are a hell (and these include a lot of features that are not related to the pure rendering). How do i know? I'm one of the developers of https://www.amanithsvg.com

Re: Blend2D – 2D Vector Graphics Engine

#7
post #3

Very interesting and useful, but when I read the title I was hoping it would be something different. I would love to find some kind of stripped-down vector graphics engine that is fully geared towards real-time rendering of path-based graphics for games. For example to write retro-style games that use 2D vector graphics instead of textured quads. I've been writing a simple game that uses this graphics style, and so f…

There are a few of those out there. Nanovg seems to be the one that fits your requirements most closely. If you're into Rust, lyon (plus something like gfx-rs) is another choice.

It's also worth noting that the HTML canvas implementations in most browsers is also not too bad for performance. Quartz is also really fast, but Apple made it really easy to accidentally use a slow rendering path (especially for bitmap operations)

Re: Blend2D – 2D Vector Graphics Engine

#8

Whenever SVG rendering engines come up, sooner or later the question of "which part of the SVG spec does it render incorrectly?" comes up. How does this one fare? I get the impression that often these rendering bugs are partially caused by old optimizations that break later spec changes or missed some edge cases the first time around, so I hope that means this engine does better than most because it's more recent, bu…

Things like this convince me more and more that SVG is overdesigned and solving the wrong problem:

The world needed a vector version of PNG far more than it needed a vector version of HTML/CSS.

Re: Blend2D – 2D Vector Graphics Engine

#9
post #8

Whenever SVG rendering engines come up, sooner or later the question of "which part of the SVG spec does it render incorrectly?" comes up. How does this one fare? I get the impression that often these rendering bugs are partially caused by old optimizations that break later spec changes or missed some edge cases the first time around, so I hope that means this engine does better than most because it's more recent, bu…

Things like this convince me more and more that SVG is overdesigned and solving the wrong problem: The world needed a vector version of PNG far more than it needed a vector version of HTML/CSS.

Definitively, this.

Re: Blend2D – 2D Vector Graphics Engine

#10

This is very interesting. Especially since other vector engines are either unmaintained (like Antigrain) or extremely hard to build (Skia, Cairo). I do wonder if these kind of libraries shouldn't be supplanted by hardware accelerated rendering, though.

This is what we really need, something that outputs an API agnostic set of render commands, (shaders, uniforms, mesh layouts etc) which auto clip themselves and such, so they can just be integrated across various engines and renderers.

Of course a better format in the first place(mentioned in another comment) would just solve this anyway

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