The project I'm most known for is basically an MSDF shader with a bloom pass. It serves my needs 100%, though if I expand to support arbitrary text, I may reach for Slug.
The one issue with MSDF I want to raise is, it seems everybody uses the same msdfgen texture creation program from Viktor Chlumský's master's thesis 11 years ago. I wish there were other implementations. Who ever heard of a graphics technique that was only ever programmed once, and then used everywhere without substantial iteration? We need to de-XKCD-2347 MSDFs for everyone's sake, including and especially Chlumský.
rezmason · · focus · HN ↗
The project I'm most known for is basically an MSDF shader with a bloom pass. It serves my needs 100%, though if I expand to support arbitrary text, I may reach for Slug.
The one issue with MSDF I want to raise is, it seems everybody uses the same msdfgen texture creation program from Viktor Chlumský's master's thesis 11 years ago. I wish there were other implementations. Who ever heard of a graphics technique that was only ever programmed once, and then used everywhere without substantial iteration? We need to de-XKCD-2347 MSDFs for everyone's sake, including and especially Chlumský.
tripzilch · · focus · HN ↗
while I agree with your general point, since you're asking, the table from Paul Bourke's marching cubes code comes to mind:
<a href="https://paulbourke.net/geometry/polygonise/" rel="nofollow">https://paulbourke.net/geometry/polygonise/
another one is the "fast hash" GLSL pseudo random number generator that everyone copies from Inigo Quilez:
despite those constants clearly being the result of some keyboard-bashing, they are copied far and wide :-)