Ramblings of a maniac

New art, old art, state of the art

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I like eyes, and I like drawing eyes.  It’s unfortunate that mine are defective.  I’ve been considering LASIK on at least one of my eyes; if I had to choose which, it’d be the right eye since my left eye is too important to me to risk.  I think the left eye is the dominant eye.

Attached are some things I’ve drawn with the WACOM Bamboo Play(?) I bought last year.  I was going to draw one picture every day, read art books and theory, and focus on improving and practicing.  I’m really struggling to find acceptable pen settings in Photoshop.

Ironically, the images I produced with the tablet aren’t any better than the images I created with only a mouse in an earlier blog post!  Totally counter-intuitive.  How annoying is that!  My good friend Kaizhi Wei called it before it happened.

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Chrome anti-aliased webfont rendering for Windows 7 seems to be, at the moment, a lost cause

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If you don’t use typekit, that is.

Note for the SVG cases, I’ve changed the font from Quicksand to Roboto Regular.  In an earlier post, I mentioned that a text-shadow trick might fix this problem, but I was incorrect then (and still am now) and was too lazy to correct it.  My apologies to anyone who might have wasted their time with that.

-webkit-text-stroke: 1px transparent; has been heralded as a fix, but it isn’t.  Using a color instead of ‘transparent’ gives smoother results, but everything is a bit too thick/strong for my liking.

-webkit-font-smoothing: [...] does not seem to do anything at all with Chrome 19, either, which is unfortunate.

I’ve seen suggested using -webkit-transform: rotate(0.01deg) as a method to trigger anti-aliasing.  Unfortunately, it doesn’t appear to work with any degree amount.

I did discover that SVG webfonts will trigger anti-aliasing, but it would seem that either: a) SVG webfont support is currently buggy in Chrome 19, b) the Roboto Regular webfont I got from fontsquirrel is broken, c) I have committed a series of user errors.  I’m inclined to believe some combination of a) and c).

The good news, though, is that it seems future Chrome will fix the problems I have been encountering.  However, it seems the WOFF rendering in Canary hasn’t improved.

At this time, it seems the simplest thing to do would be to use typekit.  I wonder if their method is public / reverse engineered.

Until that happens, I’m downgrading webkit to a system font:

h1, h2, h3, h4, h5 {
  font-family: Quicksand, sans-serif;
  @media screen and (-webkit-min-device-pixel-ratio:0) { /* temp hack for Chrome fonts :( */
    font-family: Roboto, Helvetica, Arial, sans-serif;
  }
  letter-spacing:-0.05em;
  font-weight:bold;
}

I’ve updated the site styles for mobile devices

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The site should now be a bit more responsive at differing widths now; not perfect, but progress.  I was neglecting mobile browsers for a long time now because I didn’t own a phone.  I didn’t own a phone because I don’t agree with the policies of the major telcos.  I recently purchased a Galaxy Nexus from WIND mobile and am very pleased with their impressive $40/mo unlimited everything plan.

I’ve been doing a lot of responsive, fluid-width, and mobile sites in my recent freelance work, so I figured it would be a shame not to update this site too.  I was also able to enjoy some WTFs as I perused my old HTML and CSS structure…

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Web font rendering issues and web musings

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Image showing text aliasing when rendered in Google Chrome 17, compared to Firefox 10 and IE9

Image showing text aliasing when rendered in Google Chrome 17, compared to Firefox 10 and IE9

I already have a hefty amount of paranoia regarding web browser rendering behaviour, and it is with a heavy heart that I must add Chrome font rendering to that list. The graphic above should display some of my qualms, and perhaps you too have encountered it!  The good news is that there seems to be a fix that involves adding text-shadows with a non-zero blur.

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Waiting on laundry at 4:00AM

gallery

I figured I’d pop open Photoshop and go at it with the mouse and random assortment of brushes.  Started out with Bob Ross’ “Happy Little Sky” and ended up here.  I figure it’s not terrible for someone who doesn’t practice art.

I’ve been contemplating a Brand New Layout.  I wanted it to be sandy, spooky, empty, for at least the main entrance screen.  I drew this, and that urge left me.  Decided it wasn’t quite worth it.  I’ll refine this one to perfection.  WordPress will probably have to go too at some point…

CS488 Project Finished

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The project is done! A website was created, documentation was bound, and demonstrations are finished!  To view, click on either of those links! I recommend starting with the website and at least taking a small look at the user manual.

I recommend the latest version of Chrome (or Firefox) running on a Windows platform.  If you do not have the latest version, then I cannot guarantee you will see anything at all.  I tested it on Firefox latest for Ubuntu x64 and got some strange visual artifacts.  I’m not sure if this is driver or browser difference.  Firefox seems to run a bit slower and may even prompt you to terminate long-running scripts!  Just bear with it and let it continue, and it should work well enough.  This was tested on a 2GHz dual core machine with NVIDIA GeForce 9500M GS and should easily attain interactive frame rates.

The project will hopefully continue to evolve on GitHub.

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On my way to realistic water

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I’ve made some more improvements to my final project.  At this stage, I’m unable to provide a link to the working demo, even though I’d like to.  When it’s finished, I will of course provide the entire game and its source for anybody to play and review.  For now, I feel like I’d be risking something that I don’t need to be risking by displaying it.  So, in the mean time, you can look at some pictures!

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Real-time speeds with a smarter approach

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It animates in real-time now, after tessellating the basic terrain into cubes and taking the "hull" of the noise.

New Demo (at this point you should reaaaaally be using Chrome)

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3D Perlin noise to generate Minecraftian terrains

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Demo 1 | Demo 2 (Chrome recommended, very slow)

Today, I have something new to demonstrate.  Today, I coin the term, “Minecraftian” to represent the graphical style of the popular computer game (which I don’t play), Minecraft.

I’ve been doing some experiments with WebGL and Perlin noise recently.  You can see those results in the Lab.  This was but one way to visualize the 3D volume that the noise could be interpreted as expressing.

For my CS488 final project, I aim to create a SRPG with procedural terrain.  It seemed natural enough to me that using 3D Perlin noise as a subtractive feature (or occupancy describing function) over a cube of voxels seems like one approach to achieve a nice continuous terrain.

New blog up and running!

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Things that still need to be done:

  • Fix the heading sizes on the entry-content of the post
  • Change all fonts to ems…

I’m sure there are some more, but I’ll discover them as I go about…

Hmmmmm *puff* yessssss