SVG Support

Alex Trujillo's picture

This is something that Dentoid and I have discussed-- He suggested the use of the AmanithVG library (http://www.amanithvg.com/) which I think is an excellent idea in many respects.

* Due to the advanced technology of AmanithVG, integrating it into FxGen will draw more attention to our project.

* Vector graphics and procedural textures are perfect compliments. Complete resolution independence! This will open up new possibilities for future-proofing games, and the Vector Web.

* This will help create complex objects, masks, and text inside of our textures. I can't wait to recreate my Revolutionary logo in FxGen!

I think SVG support, which will dramatically increase our flexibility when coupled with a good SVG editor like Inkscape, is one of the biggest features that could go into this program, other than alpha masks, color pickers, L-systems, and of course, higher resolutions... :-P

Maybe not Amanith

Just wanted to note that AmanithVG doesn't really have any connection to SVG as far as I know, it's "just" a vector graphics rasterizer. Also, I think it might be commercial, so the license might be a problem for FxGen. It was mostly an example of what libs there are out there that maybe could be used. :)

Alex Trujillo's picture

Right...

Right, haha, maybe I should have done more research before I went into that. But yes, SVG support is definitely necessary.

Madis731's picture

SVG support considerations

The SVG doesn't have to be fully supported.
http://www.w3.org/TR/SVGMobile12/
My Nokia E60 has this and it loads pretty much any SVG file. The format itself isn't so hard to understand and this might just be one of those DIY problems. I think FxGen can even go as far as disabling the animation properties and some other non-relevant features of SVG and just lend part of the SVG standard. Its just that you can't call it SVG-supporting anymore.

Current support

The SVG importer I've done so far is really mostly just reading whatever comes out of InkScape, so... It handles most of the common stuff, but probably isn't very forgiving with variations in the format. :)

Julius's picture

Any news on this? Do you

Any news on this?

Do you expect to have vector graphics in FXGen by the next release?

Currently FXGen is really hold back by the lack of shapes other than boxes to work with, but vector graphics would instantly solve that.

http://freegamearts.tuxfamily.org/

I'm currently somewhat

I'm currently somewhat cleaning upp the SVG support, and will add it to SVN as soon as I can. I think Johann will wait with the next release until that is in.

The current stuff only supports loading SVG graphics (only tested with output from InkScape), but the actual Vector rendering operator is format agnostic, i.e. it's only the editor that reads SVG and then parses it into the bytecode-ish format that the vector op uses. So in theory importers for more formats could be added later.

I think SVG support, which

I think SVG support, which will dramatically increase our flexibility when coupled with a good SVG editor like Inkscape, is one of the biggest features that could go into this program, other than alpha masks, color pickers, L-systems, and of course, higher resolutions........gre test / gre practice test / gre exam / toefl test / comptia a+ certification / toefl practice / usmle books / usmle questions /

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