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Gkurve: Simpler Vector Graphics [video]

6 pointsby kristoff_itover 2 years ago

2 comments

SimDeBeauover 2 years ago
A very interesting concept. I really like the idea of a &quot;triangles as control&quot; for GPU rendered curves. I think having multiple primitives is less pure but very practical. Too bad you don&#x27;t get the continuous curve for free like you do in a Bezier curve, but it seems like something good tooling could really help with.<p>One thing that came to mind: It&#x27;s pretty easy to encode or include addition points within the vertices of a triangle. So as long as the constraint that the whole section of the curve is contained within the triangle, it might be worth thinking about adding additional control points related to the triangle-control&#x2F;Gkurve-primitive
slimsagover 2 years ago
context: I&#x27;m building a game engine in Zig called Mach engine; this video goes over my plans for tackling vector graphics in the engine (for text rendering, GUI, 2D characters, etc.)<p>Modern vector graphics are surprisingly complex, so while none of the ideas here are necessarily groundbreaking, the approach I&#x27;m taking here of a simpler ground-up &#x27;what does my GPU know how to do? -&gt; build on top of that&#x27; is fairly interesting I believe.<p>This was also the first full-length talk I&#x27;ve ever given, so go easy on me :) Happy to answer questions.<p>Slides are here[0] in case you prefer to just flip through them.<p>[0] <a href="https:&#x2F;&#x2F;docs.google.com&#x2F;presentation&#x2F;d&#x2F;1IY-05VHPuUfS3e22D-BorDh8HMz14i6cLcddAGAhUZo&#x2F;edit?usp=sharing" rel="nofollow">https:&#x2F;&#x2F;docs.google.com&#x2F;presentation&#x2F;d&#x2F;1IY-05VHPuUfS3e22D-Bo...</a>