This is wonderful news, and my sincere thanks to the author.
I remember coming upon this algorithm several years ago, and thinking it was extremely elegant and very appealing, but being disappointed by the patent status making it unusable for FOSS work. I really appreciate the author's choice to dedicate it to the public domain after a reasonable amount of time, and congratulations on the success it had while proprietary!
Now if I ever get around to writing that terminal emulator for fun, I'll be tempted to do it with this algorithm for the code's aesthetic appeal.
> I was granted a patent for the Slug algorithm in 2019, and I legally have exclusive rights to it until the year 2038. But I think that’s too long. The patent has already served its purpose well, and I believe that holding on to it any longer benefits nobody. Therefore, effective today, I am permanently and irrevocably dedicating the Slug patent to the public domain.
Yes, now that SDF font rendering is the industry's preference, he drops the software patent. That is, he is dropping the patent because it isn't a commercially viable piece of software, not because he is ethically opposed to it. Great virtue signaling though.
Seems more like he had the patent long enough to build a sustainable business from his own work, and now he’s been able to earn enough from it that others’ implementations aren’t a risk to him.
Which is kind of the entire point of patents, just that they last way too long relative to the speed of technological progress
SDF font rendering was common long before Slug, and Slug is supposed to be the better solution (I haven't used it though, so cannot comment on its pros and cons vs SDF, but one obvious disadvantage of SDF is that you still need a font atlas texture, and that can get very big if you need to render some East Asian character sets).
SDF font rendering has been around 20+ years though? Valve really popularized in their 2007 SIGGRAPH paper and Chlumský developed MSDF font rendering in a 2015 thesis.
SDF font rendering was an industry standard maybe from 2007-2010. and you probably won’t believe what happened to OpenGL since then. Don’t even look into at what people are doing with GPUs these days, you won’t like it one bit!
I used Slug at a previous job. It is an excellent, artfully crafted library; really the pinnacle of software engineering in my opinion. Thanks to the author for donating the algorithm to the public domain!
> But I don't actually know many people still doing any of this sort of work on Windows.
Most primary, secondary, and pre-university school teachers without an institutional understanding of LaTeX, which admittedly has an extremely high (technical, not financial) barrier to entry compared to Microsoft Word + MathType. This is what my secondary school teachers used, for instance. They're given bog-standard laptops with Windows to work with.
Also exam setters and writers in places like Cambridge University Press and Assessment. If you took a GCSE, O-level, or A-level exam administered by them, it had pretty high quality typesetting for maths, physics diagrams, chemistry skeletal diagrams and reaction pathways... But almost none of it was done with LaTeX, and instead probably all add-ons to Microsoft Word or Adobe InDesign.
I am not at all familiar with game development. This article reminds me of Casey Muratori mentioning a font issue in game development environment from a random podcast. On web, you can just fetch a google font whatever. No problem. On a local machine, you tend to look a well-established software like harfbuzz. But then harfbuzz could be rather a big dependency. A game is self-contained and you want your font looks cool and unique to your game, like the Diablo font. So it becomes a design issue. It's an awesome approach to let GPU render fonts. I cannot imagine how many game devs had font issues where they realized that they might have to learn how to render fonts as well not just characters and grass.
Harfbuzz is only one piece of the puzzle, it's not a text renderer, only a 'text shaper' (e.g. translating a sequence of UNICODE codepoints into a sequence of glyphs). The actual font handling and text rendering still needs to be done by some other code (e.g. the readme in Mikko Mononen's Skribidi project gives a good overview about what's needed besides the actual rendering engine: https://github.com/memononen/Skribidi/)
Vello is intended more for general vector graphics and would probably perform better with pictures containing lots of large paths. Slug is designed specifically for rendering glyph-like objects and would perform better with lots of text and icons.
I was going to ask if Slug can be used as a general vector renderer. Or does it assume limits on e.g. number of curves/paths per area that are typical of fonts?
Eric answered a similar question on the Discord channel, here's what he says about whether slug is well-suited for any generic vector graphics:
"Yes, it is. Check out the demo, and you'll see a whole bunch of vector graphics. (Press space to cycle through all the screens.)
https://sluglibrary.com/"
So nice to see this here.
The author's books are awesome resources for graphics and C++. It's a shame there seem to be fewer print editions available these days!?
I am sorta in a position where implementing a glyph renderer as a compute shader would be helpful. This is a great opportunity to use this as a reference... exciting weekend project!
You can buy them from various manufacturers that make them; you often get unsolicited mail from them as your name and address is on the patent filings.
Oh wow this is crazy. This was a project that was reasonably successful commercially. And now it’s just being given away open source? What an absolutely incredibly gift to the community!!
Not quite, just the pixel/vertex shaders and the algorithm is public domain. Slug "the software package" is not open source (you can get a copy of it along with C4 Engine for $100 to take a peek if you want, though).
Now if I ever get around to writing that terminal emulator for fun, I'll be tempted to do it with this algorithm for the code's aesthetic appeal.
Which is kind of the entire point of patents, just that they last way too long relative to the speed of technological progress
A Professional Equation Editor for Windows 10/11 for 60$ that uses Slug for rendering. Presumably he‘s using it to write his great FGED books.
(I get it. It's an awesome replacement for MathType. It uses OLE so that it embeds in Microsoft Word nicely. Still...)
Most primary, secondary, and pre-university school teachers without an institutional understanding of LaTeX, which admittedly has an extremely high (technical, not financial) barrier to entry compared to Microsoft Word + MathType. This is what my secondary school teachers used, for instance. They're given bog-standard laptops with Windows to work with.
Also exam setters and writers in places like Cambridge University Press and Assessment. If you took a GCSE, O-level, or A-level exam administered by them, it had pretty high quality typesetting for maths, physics diagrams, chemistry skeletal diagrams and reaction pathways... But almost none of it was done with LaTeX, and instead probably all add-ons to Microsoft Word or Adobe InDesign.
I'm pretty confident the "stack" is C++ on Win32, with a bunch of hand-rolled libraries and no stdlib.
> I don't actually know many people still doing any of this sort of work on Windows.
This is cool but I did not know software patents were still a thing in the US.
Harfbuzz is only one piece of the puzzle, it's not a text renderer, only a 'text shaper' (e.g. translating a sequence of UNICODE codepoints into a sequence of glyphs). The actual font handling and text rendering still needs to be done by some other code (e.g. the readme in Mikko Mononen's Skribidi project gives a good overview about what's needed besides the actual rendering engine: https://github.com/memononen/Skribidi/)
"Yes, it is. Check out the demo, and you'll see a whole bunch of vector graphics. (Press space to cycle through all the screens.) https://sluglibrary.com/"
Also, Microsoft's Loop-Blinn patent for cubic curves will expire on March 25. These might change the landscape of text rendering...
At the time they were going with, approximating the curves out of triangles. I don't know if they're still doing that though.
Damn dude didn't you pay like ... over $10k for that patent?
https://web.archive.org/web/20260317185928/https://terathon....