Everything tagged with 'growl'

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I use harfbuzz for layout, which uses Freetype metrics, so the hard thing was getting those to line up with the glyph metrics emitted by MSDFgen.

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Finally got my engine’s distance field font rendering (top) looking PRETTY MUCH as good as bitmap fonts (bottom). Already starting to think about what it might look like to move away from atlases altogether and just rasterise glyph vectors on the GPU…

Two pieces of text saying 'Hello this is some example text in Growl. It's got newlines and everything'.
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Some guidance from the android docs saying ‘develop the rest of your application’ Draw the rest of the fucking owl
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Got my layout being actually flexible now with preferred dimensions, expand, and fill. Alignment next. Loosely basing it on GTK because I like using GTK!

A screenshot of Growl showing coloured rectangles in a variety of dimensions.
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Finally got around to reconfiguring the debug UI in Growl, rendering the game scene into an Imgui window - starting to look like a real engine now.

A screenshot of Growl showing its fancy new debug UI.
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Just got myself unstuck from a tricky Lua-C interop thing that I’d been going round in circles on for weeks now. Pleased!

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Been playing with shader support in Growl - shaders can now be edited in realtime, and have built in uniforms like resolution and time. Goal is to be able to paste in whatever from Shadertoy and have it work!

A funky shader running in a Growl window. There's a window open showing the shader source in a text box.
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A bit buggy but I now have Lua scripting inside Growl’s debug UI!

A screenshot of Growl's debug UI. There's some Lua code in a text editor, and some nice cats.
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I replaced the debug cat image in Growl with a picture of our actual cat. So long debug cat, you served us well.

A screenshot of Growl's debug UI A screenshot of Growl's debug UI with a different cat

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