14:14 < bridge> [teeworlds] Fonts have one great benefit, they scale very well, no matter what resolution we are running at the icons from fonts will look crisp. Images on the other hand are well known to be shit for scaling, hence everyone having to ship 50 versions of their icons/logos at different resolutions. 14:15 < bridge> [teeworlds] You could I guess ship one icon at very high resolution, but it's both wasteful AND there is no "best" algorithm for downscaling 14:54 < bridge> [teeworlds] Now that we are removing RBG-File format and removed an attack vector, can we add SVG support? `This is a troll question` 15:04 < bridge> [teeworlds] If you have that annoying blue dot over your github `profile`, take a look at Feature Preview <.< somehow the notification is broken 15:56 < bridge> [teeworlds] I know you said troll question but I am actually considering a script that bundles our icons into a font 15:57 < bridge> [teeworlds] Like we put a bunch of svgs in an icons folder, the script produces an opentype font + generates a header so we can have pretty names for our icons 15:58 < bridge> [teeworlds] Though I guess that's not really "svg support" :P 16:02 < bridge> [teeworlds] I mean allowing svg images as mapres (quads and tilesets) 17:22 < bridge> [teeworlds] Heh would be cute imho. I love vector graphics 17:22 < bridge> [teeworlds] future proof 2d game 17:23 < bridge> [teeworlds] Very high space efficiency, very very high quality on any screen size/resolution/dpi combo 17:23 < bridge> [teeworlds] then ppl started to complain how hard it is to make new mapres skins and game.svg 17:24 < bridge> [teeworlds] The only small issue is that you either need a high performance vector rendering in shader (slug is pretty good) or you need to render it out into a texture 17:24 < bridge> [teeworlds] The only small issue is that you either need high performance vector rendering in shader (slug is pretty good) or you need to render it out into a texture 17:24 < bridge> [teeworlds] 8k teeworlds when? 17:25 < bridge> [teeworlds] it might be possible to break svg down to triangle drawcalls, but that is still quite stupid probably. 17:26 < bridge> [teeworlds] That would be silly πŸ˜› 17:26 < bridge> [teeworlds] but thats how i imagine it would be done without shaders. imagine being the keyword 17:26 < bridge> [teeworlds] Slug handles bezier curves directly, it’s really as good as it gets when rendering vector gfx on the gpu 17:27 < bridge> [teeworlds] anyway, i would love to have a svg2ttf pipeline if you have any idea on how 17:27 < bridge> [teeworlds] Without shaders I would just render the curves out into a texture so it’s like it was in the past 17:28 < bridge> [teeworlds] it seems like fontforge's scripting can do that but i don't know if it is a good idea to depend on that 17:28 < bridge> [teeworlds] I have a couple ideas, maybe I’ll take a look after dinner 17:28 < bridge> [teeworlds] looking forward to your solution