About
RegularFonts is a project and a typographic family designed by Cedric Rossignol-Brunet.

The typefaces used to generate the new fonts and for the website are : Free Serif, Standard by Bryce Wilner and Fust & Schoffer 'Durandus' digitized by Rafael Ribas, Alexis Faudot & Jerome Knebusch. Thanks for their previous work!

All typefaces are under SIL open font license and can be downloaded here.
Please if you want more info get in touch ! Website designed & developped by Cedric Rossignol-Brunet.
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Regular Times
RT
Regular Standard
perception change perception
Is a process whereby succesSive versiOns of A Computer program become percepTiblY sloweror processing power, or have higher hardware requirements than the previous version, while making only dubious user-perceptible improvements or suffering from feature creep.
Regular Times
Subpixel rendering is a way to increase the apparent resolution of a computer's liquid crystal display (LCD) or organic light-emitting diode (OLED) display by rendering pixels to take into account the screen type's physical properties. It takes advantage of the fact that each pixel on a color LCD is actually composed of individual red, green, and blue or other color subpixels to anti-alias text with greater detail or to increase the resolution of all image types on layouts which are specifically designed to be compatible with subpixel rendering.
FustR TimesR StandR
Disk space or processing power, or have higher hardware requirements than the previous version, wHile making only Dubious user-perceptible impRovEments or suffering from feature creep.
Regular Times & Italic
The Quick Brown Fox Jumps Over the lazy Dogs.

Whisky vert : jugez cinq fox d'aplomb.
RegFust.otf RegTimes.otf RegStandard.otf RegItalicTimes.otf
iS a procEss wHereby suCcessive versions of or hAve hIgher hardware while making only dubious user-peRceptible imProvements or Suffering from feature creep.
Aa Aa Aa Aa
Font rasterization is the process of converting text from a vector description (as found in scalable fonts such as TrueType fonts) to a raster or bitmap description. This often involves some anti-aliasing on screen text to make it smoother and easier to read. It may also involve hinting-information embedded in the font data that optimizes rendering details for particular character sizes.
Font rasterization is the process of converting text from a vector description (as found in scalable fonts such as TrueType fonts) to a raster or bitmap description. This often involves some anti-aliasing on screen text to make it smoother and easier to read. It may also involve hinting-information embedded in the font data that optimizes rendering details for particular character sizes.
RegularFont is a project started in 2017 at a workshop that has taken different forms over the past few years due to my lack of programming skills and evolves as new things come to me.
The very first version of the font was made a year after the workshop with processing and lot of time spent treating and cleaning the letters one by one.
The project was put on hold until april 2022 when I had more free time and skills to do what I wanted and is now as much a tool as a typeface family.


Basic principles consist in framing each letter on a grid and redistributing its's black matter on the outline of each square of it.
This redistribution creates a visual effects where the size of the typeface display has a strong influence on our possiblity to read the letters. From the abstraction of the large letters to the legibility of the small one. From the abstraction of a single letter to the legibility of a group of some. Despite the difference from thoses font display's technology, there is some visual connection than can be made between this letters and something called subpixel rendering, hinting or even Font rasterization.

Subpixel rendered lower case

A font test without hinting (upper rows)
and with hinting (lower rows)

Rasterization with anti-aliasing without hinting
Designed to allow a rendering close to what was imagined by the typographer even with low screen resolutions, these technologies nevertheless deliver an interesting object in their real and not perceived rendering.
If the question of perception and reduction is in these cases of a technical nature, it is also found at the core of certain projects or approaches to type design for different reasons, as is the case, without wanting to be too exhaustive, for Muir McNeil's TenPoint or Dwiggins' M-Formula.
These questions could also be approached through the prism of print technologies and the objects they produce, but there is no question here of trying to weave all the links existing between the different projects. But rather to contextualize a bit what pushed me to develop a little more this project which was at the base only a simple experimentation (and still is in a way). There are still many details to be worked out on the different typefaces generated. For these reasons, the project is likely to evolve or change over time, to be enriched or not...
Mking only dubious User-perceptible improvements or suffering frOm feature crE3p.
Soon..?