Going through this, I was introduced to <= being converted to a ligature which immediately ruled it as a nope for me. No monkey business with the characters of my code thank you very much.
I love ligatures but I wish there was tooling for context sensitive ones. This is a really good example. When developing, I love <= turning into ≤. When running a cli that happens to use <= for the start of its progress bar… not so much
CodingFont: A game to help you pick a coding font
241–249 of 249 posts
Re: CodingFont: A game to help you pick a coding font
#242Re: CodingFont: A game to help you pick a coding font
#243Earlier quoted context omitted.
I know right?! And apparently only certain letters become cursive in italic, so it's not even consistent about it?! This seems bizarre to me, I do not understand the rationale behind it. Can someone enlighten me?
"Italic" does not merely mean "slanted".
(the term you were looking for is "oblique", btw)
Re: CodingFont: A game to help you pick a coding font
#244Something I never liked about this game is its showing it in your browser at your chosen font size. Chrome (assuming you're using Chrome) draws it a specific way. This does not match how Freetype (using typical tuning) or DirectWrite draws it. Chrome's choices in font renderer tuning and blending makes it kind of split the difference between Windows-style and OSX-style, and isn't native to either. What it should be d…
Totally agree, the same fonts at the same pixel sizes often look massively different in different environments. I -love- macOS’ native font rendering, but have been unsuccessfull in emulating it on Linux :/
Set `FREETYPE_PROPERTIES="cff:no-stem-darkening=0 autofitter:no-stem-darkening=0"`, and then also enable (S)light hinting on LoDPI, or None on HiDPI. Also, disable subpixel and use greyscale only.
OSX looks the way it does because they use excessive stem darkening combined with incorrect gamma blending. GDI, WPF/UWP/WinUI, most ClearType/DirectWrite consumers, GTK, and most browsers also do incorrect gamma blending as well.
Qt is the exception. It enables stem darkening by default, but then uses correct gamma blending. Unfortunately, this is the objectively correct way of rendering, everyone else is doing it wrong.
The only thing you can't do is OSX gamma blends incorrectly for 1.8 on a 2.2-2.4 screen. Everyone else blends incorrectly for sRGB/2.2 on a 2.2-2.4 screen. Light on dark's obscene behavior on OSX shouldn't be replicated.
If you want the opposite, and make it look like Windows, force stem darkening off (use the above env, but set both to 1), and set hinting to Full to make it look like pre-Cleartype, or Medium to make it look like DirectWrite.
Re: CodingFont: A game to help you pick a coding font
#245My favorites, however, aren't even there.
(Pearl8x8, Spleen, Terminus)
Re: CodingFont: A game to help you pick a coding font
#246There are some good choices, but also some atrocious ones. My favourite coding font[0] is missing. [0]: https://www.recursive.design/ and also available on Google Fonts[1] [1]: https://fonts.google.com/specimen/Recursive
Re: CodingFont: A game to help you pick a coding font
#247Re: CodingFont: A game to help you pick a coding font
#248Going through this, I was introduced to <= being converted to a ligature which immediately ruled it as a nope for me. No monkey business with the characters of my code thank you very much.
Re: CodingFont: A game to help you pick a coding font
#249Going through this, I was introduced to <= being converted to a ligature which immediately ruled it as a nope for me. No monkey business with the characters of my code thank you very much.