What problem does this solve or what need does it fill?
Color-blindness is common, and each game should have a solution to address this.
What solution would you like?
We should address this by providing a common API for games to hook into. EA's newly released Tunable Colorblindness Solution looks like a promising base.
At first glance, this seems like it is probably most suitable for a fresh implementation as a post-processing shader to alter colors according to the specified parameters.
What alternative(s) have you considered?
Use a different colorblindness approach.
Bake these changes into the asset pipeline?
Additional context
The code is licensed under Apache 2.0. This shouldn't be an issue with a fresh implementation of the algorithms in Rust.
We should ensure that this is stored in a standalone crate if at all possible, allowing the rest of the ecosystem to reuse our work.
What problem does this solve or what need does it fill?
Color-blindness is common, and each game should have a solution to address this.
What solution would you like?
We should address this by providing a common API for games to hook into. EA's newly released Tunable Colorblindness Solution looks like a promising base.
At first glance, this seems like it is probably most suitable for a fresh implementation as a post-processing shader to alter colors according to the specified parameters.
What alternative(s) have you considered?
Use a different colorblindness approach.
Bake these changes into the asset pipeline?
Additional context
The code is licensed under Apache 2.0. This shouldn't be an issue with a fresh implementation of the algorithms in Rust.
We should ensure that this is stored in a standalone crate if at all possible, allowing the rest of the ecosystem to reuse our work.