For developers: Easy ways to render nice stone graphics

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Re: For developers: Easy ways to render nice stone graphics

Post by RBerenguel »

Oh crap, now I want to add this to my edited sgftopng. I still remember a "hack" in Bing maps a few years ago: Napkin-drawing maps. It was a lovely idea, like XKCD styled graphs :)
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Re: For developers: Easy ways to render nice stone graphics

Post by RBerenguel »

Imagemagick's MVG format does not have proper "close" for bezier-defined paths, so it was either leaving it as it is now or changing too many commands into paths. So, for now I'm happy with the results (well, I'm not, but I'll think I am for a while.) Generated with yet another option of my version of sgftopng, -wiggle.

asdf-1.png
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Re: For developers: Easy ways to render nice stone graphics

Post by RBerenguel »

RBerenguel wrote:Imagemagick's MVG format does not have proper "close" for bezier-defined paths, so it was either leaving it as it is now or changing too many commands into paths. So, for now I'm happy with the results (well, I'm not, but I'll think I am for a while.) Generated with yet another option of my version of sgftopng, -wiggle.

The attachment asdf-1.png is no longer available


For kicks (using "composite")

final.jpg
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Re: For developers: Easy ways to render nice stone graphics

Post by cloudbrows »

oca wrote:Not really what I will call a "nice stone graphics"
but I went to that page
http://29a.ch/2010/2/10/hand-drawn-line ... nvas-html5

and could not resist to try to apply that with a game of go

http://picshell.ovh.org/go/test_hand.html

I suppose I will not really enjoy playing with that but it's funny.


This is totally charming.
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Re: For developers: Easy ways to render nice stone graphics

Post by Bonobo »

RBerenguel wrote:[..]

For kicks (using "composite")

final.jpg

Yes, thx, that gave me a kick :-D but for some reason I can’t explain I’d prefer the stones to be above the coffee (or whatever) stains.

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Re: For developers: Easy ways to render nice stone graphics

Post by cloudbrows »

This hand-drawn stuff reminds me of a pet-peeve about generated boards and stones: why are the stones always placed in such a perfect geometric grid? I dream of a renderer that has an elegant, subtle jostling of stones, where they're budged a bit left/right/up/down and have some of the slight visual disorganization of a real board.
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Re: For developers: Easy ways to render nice stone graphics

Post by RBerenguel »

I added a minor displacement off-axis in the neat image generator. Of course, real, physical displacement is too complex for the amount of time I'd like to give it.
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Re: For developers: Easy ways to render nice stone graphics

Post by Hayang »

Currently the best-looking gobans/stones I've seen are:
Panda Tetsuki and Goban by Sen.te

Goban by Sen.te has random wabi-sabi offsets for the stones and I think it looks nice.
I think that it gives the game a human touch, and in my opinion Go is always more enjoyable with the human touch.

What would really be cool is if someone made stone placement animations in a goban application, either with hands placing the stones or with the stones kind of coming down on the board in a fade-in/zoom-out fashion.

I'm going to post a few board textures I made, here soon. Cool discussions going on here.
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Re: For developers: Easy ways to render nice stone graphics

Post by Hayang »

oca wrote:Not really what I will call a "nice stone graphics"
but I went to that page
http://29a.ch/2010/2/10/hand-drawn-line ... nvas-html5

and could not resist to try to apply that with a game of go

http://picshell.ovh.org/go/test_hand.html

I suppose I will not really enjoy playing with that but it's funny.


That is actually totally awesome.
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Re: For developers: Easy ways to render nice stone graphics

Post by Bonobo »

This!
cloudbrows wrote:This hand-drawn stuff reminds me of a pet-peeve about generated boards and stones: why are the stones always placed in such a perfect geometric grid? I dream of a renderer that has an elegant, subtle jostling of stones, where they're budged a bit left/right/up/down and have some of the slight visual disorganization of a real board.

I’d really love to have that on Go servers.

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Re: For developers: Easy ways to render nice stone graphics

Post by cloudbrows »

Hayang wrote:Currently the best-looking gobans/stones I've seen are:
Panda Tetsuki and Goban by Sen.te

Goban by Sen.te has random wabi-sabi offsets for the stones and I think it looks nice.
I think that it gives the game a human touch, and in my opinion Go is always more enjoyable with the human touch.

What would really be cool is if someone made stone placement animations in a goban application, either with hands placing the stones or with the stones kind of coming down on the board in a fade-in/zoom-out fashion.

I'm going to post a few board textures I made, here soon. Cool discussions going on here.


I don't know why there aren't animations, either. I had animations on my in-progress Go app that I was working on last summer, and I thought they looked pretty nice despite being very simple.

http://gokibitz.com/demos/2014-05-02/
http://gokibitz.com/demos/2014-05-02/simple.html (paper theme)
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Re: For developers: Easy ways to render nice stone graphics

Post by oca »



Just great... I wonder what we can do if we can put all our individual effort together... maybe just nothing as it's really not that easy to coordonate things...
but may be something hudge...
a great site to teach go !
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Re: For developers: Easy ways to render nice stone graphics

Post by cloudbrows »

oca wrote:


Just great... I wonder what we can do if we can put all our individual effort together... maybe just nothing as it's really not that easy to coordonate things...
but may be something hudge...
a great site to teach go !


Collaborations can be great, but what I'm focused on more now is trying to make smaller, reusable components. For instance, there's no reason that developers need to keep reinventing a parser for SGF files, which is why I made one available on NPM: https://www.npmjs.org/package/smartgame. Hopefully it's documented well enough that the next person to happen on it will find it usable, rather than making their own, anyway, like... well, like I did. (There's already a parser here. https://www.npmjs.org/package/sgf To be fair, it's almost totally undocumented.)

I want to work on making other components easy for others to use that are a little more complicated.
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Re: For developers: Easy ways to render nice stone graphics

Post by RBerenguel »

cloudbrows wrote:
oca wrote:


Just great... I wonder what we can do if we can put all our individual effort together... maybe just nothing as it's really not that easy to coordonate things...
but may be something hudge...
a great site to teach go !


Collaborations can be great, but what I'm focused on more now is trying to make smaller, reusable components. For instance, there's no reason that developers need to keep reinventing a parser for SGF files, which is why I made one available on NPM: https://www.npmjs.org/package/smartgame. Hopefully it's documented well enough that the next person to happen on it will find it usable, rather than making their own, anyway, like... well, like I did. (There's already a parser here. https://www.npmjs.org/package/sgf To be fair, it's almost totally undocumented.)

I want to work on making other components easy for others to use that are a little more complicated.

Raise your hands if you have created a SGF parser or pseudoparser :salute:
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Re: For developers: Easy ways to render nice stone graphics

Post by Hayang »

cloudbrows wrote:Collaborations can be great, but what I'm focused on more now is trying to make smaller, reusable components. For instance, there's no reason that developers need to keep reinventing a parser for SGF files, which is why I made one available on NPM: https://www.npmjs.org/package/smartgame. Hopefully it's documented well enough that the next person to happen on it will find it usable, rather than making their own, anyway, like... well, like I did. (There's already a parser here. https://www.npmjs.org/package/sgf To be fair, it's almost totally undocumented.)

I want to work on making other components easy for others to use that are a little more complicated.


Cloudbrows, this is a nice mindset, it is true that a lot of developers may be reinventing the wheel. I think what may be necessary is a well-known Go developers' forum where it's easy to see other developers' work and the resources available online.

I really wish that an improved, responsive, and feature-rich goban applet was developed soon. WGo and GoKibitz both look nice so far. WGo needs a few more features to be on par with Eidogo (such as tsumego mode), and I don't know how far Gokibitz has come along.

Also here's a high-quality seamless goban texture, in subtly varying colors, I made for anyone to use:
Hayang's Kaya Goban Texture (MediaFire)

I experimented a lot with the hue and saturation and have created a few varieties that I think look good in their own way. I think the first texture has the best color so I am applying it to my experiments.
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