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I Created 175 Fonts Using Rust

chevyray.dev

21–30 of 117 posts

Re: I Created 175 Fonts Using Rust

#21

These look absolutely delightful! A quick question: I'm working on retro consoles, and so I need fonts where each glyph is a multiple of 8px wide for easy display on tile-based backgrounds. Are the sizes (in pixels) of your font packs listed anywhere?

> each glyph is a multiple of 8px wide

These look to be variable-width fonts. I believe the heights are multiples of 16, but the width will vary by character.

Re: I Created 175 Fonts Using Rust

#22
post #21

These look absolutely delightful! A quick question: I'm working on retro consoles, and so I need fonts where each glyph is a multiple of 8px wide for easy display on tile-based backgrounds. Are the sizes (in pixels) of your font packs listed anywhere?

> each glyph is a multiple of 8px wide These look to be variable-width fonts. I believe the heights are multiples of 16, but the width will vary by character.

It appears that the "tile sheet" export puts the fonts on a fixed width grid, so that can be used for a fixed width font. They look left-justified in the grid though, and fixed width fonts usually have the glyphs centered in their grid. That could be fixed with some scripting.

Re: I Created 175 Fonts Using Rust

#23

These look absolutely delightful! A quick question: I'm working on retro consoles, and so I need fonts where each glyph is a multiple of 8px wide for easy display on tile-based backgrounds. Are the sizes (in pixels) of your font packs listed anywhere?

The example tile sheet in the article appears to be 8 pixels wide by my count. Count the width in pixels on the "m" and if it's 7 the font will likely work for you.

The main issue is you can't have them literally touching or it'll be really hard to read. Maybe it would work, but most of these "pixel art" fonts really benefit from some faking enabled by running on what's actually a high resolution display.

Re: I Created 175 Fonts Using Rust

#25
Btw anyone who's into fonts should check out https://tomorrow.type.today/ they're a typography studio that does fantastic original and experimental fonts. One of our team is super into typography and has been building a collection of their work at https://play.soot.com/tomorrowtypetoday

Re: I Created 175 Fonts Using Rust

#26
post #14

Earlier quoted context omitted.

It's not really unique to Rust. Scala and Java both support this out of the box.

The stronger guarantees/performance fall out of the stronger lifetime/ownership model, combined with errors around ambiguous/invalid lifetimes being a compiler error. In other languages those violations are things you have to run a race detector and actually evoke the condition to find, or you abandon fine grained/tracked ownership and use garbage collection.

None of that matters with this code. There are no lifetimes here and in fact there is no ownership either. Everything is a primitive char. They’re always copied and no mutation occurs. It’s pure computation. You could write this code exactly the same way in those languages.

Re: I Created 175 Fonts Using Rust

#27
post #23

Earlier quoted context omitted.

The example tile sheet in the article appears to be 8 pixels wide by my count. Count the width in pixels on the "m" and if it's 7 the font will likely work for you.

The main issue is you can't have them literally touching or it'll be really hard to read. Maybe it would work, but most of these "pixel art" fonts really benefit from some faking enabled by running on what's actually a high resolution display.

That's why I said the "m" should only be 7 bits wide for an 8 bit wide font.

Re: I Created 175 Fonts Using Rust

#28
post #8

Impressive indeed. Making a complete font set can easily take as long as a year. The tasks include to go from 'A' to 'Z', upper and lower case, plus all the glyphs (brackets, ampersand, exclamation marks etc). Optionally the variations (bold, italic etc) without which a font is of limited use. The thing that separates the men from the boys is the kerning (spacing between the characters) which can absorb as much obses…

  Making a complete font set can easily take as long as a year.
Making a font family can easily be a lifelong project.

Re: I Created 175 Fonts Using Rust

#29

This is neat! And cool to hear this made a financial difference for them. Gah, I remember the name Chevy Ray from indie games, but I cannot put my finger on what this person made… would have been like 2010 to 2012? In the same vein as VVVVVV or nidhogg or canabalt as I recall

Flashpunk?

Re: I Created 175 Fonts Using Rust

#30
post #21

These look absolutely delightful! A quick question: I'm working on retro consoles, and so I need fonts where each glyph is a multiple of 8px wide for easy display on tile-based backgrounds. Are the sizes (in pixels) of your font packs listed anywhere?

> each glyph is a multiple of 8px wide These look to be variable-width fonts. I believe the heights are multiples of 16, but the width will vary by character.

They are variable-width yes but there is also a monospace variation, those will be constant width.
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