Things seem to be calming down a bit. Thanks to everyone for the good words and support.
I lamented a few weeks ago about the sad state of free fonts. That post seems to have touched a chord. I've not gotten a large number of emails and so on, but what I have received is deeply felt.
And I now believe there is an answer to many of the problems I posed, mainly the lack of community support for the kind souls who wish to contribute to the world by releasing high quality fonts under the principles of free software. I now plan to release my fonts under the auspices of TeX Users Group.
Karl Berry and I have been in touch, and he's interested in implementing some of the ideas I sketched out to make the presentation of free fonts more appealing. I'm sure he'd be interested in help, so if you feel like volunteering, drop him a line. Probably the existing fonts page would be a starting point, but as you can see it could definitely use some sprucing up.
I also plan to move my archive of specimen book scans to tug.org, who have the space and bandwidth to host the 5G or so of high quality 2400 dpi scans I've made so far, with hopefully more to come. I'm only hosting 200 dpi scans on my personal site, but have been fulfilling a steady stream of requests for the higher res versions.
The thing that I really like about TUG is that it's a respected organization, with a good history and a solid existing user community. If people like the fonts I release, I encourage them to donate to TUG. They'll use the money well in any case, including, with luck, funding font designers who contribute their work. I definitely have no plans to become rich from this flow of funds, but money is important as a token of acknowledgement of the value of the work, if nothing else.
This is all very tentative so far, but I wanted to keep interested people in the loop. Possibly Karl and I (and others!) will do some kind of formal annoncement sometime in the coming weeks.
haruspex: yes, I have seen the parameterizable shape paper, but I wasn't entirely blown away by it. The fonts are pretty good, but definitely not up to the quality of, say, Adobe's. My main concern is the same as with Metafont: it looks like it requires some serious rocket science knowledge to get really excellent results out of it.
I'm on fire about my new thesis plan. The core idea, of course, is to make a smooth interpolating spline using segments cut from the spiral of Cornu. There are so many interesting directions to take from that starting point, though. Is there always a curvature-continuous solution for any set of input points? If so, is it always unique (modulo crazy windings)? Can you add tangent constraints (like you'd see on rounded corners) without sacrificing curvature continuity, perhaps by using higher-order polynomial spirals? How does the Cornu primitive relate to MVC curves, or for that matter to French Curves? I'm defining smoothness as low variation in curvature, but is that really what the human visual system sees? I want the answers, and really look forward to the process of finding them, and writing that up.
Meanwhile, my interactive curve editor is coming along nicely. I've gotten some nice ooohs and aaahs over demos and the latest screenshot. The code is knocking at the casing of my hard drive, desperately trying to escape.
Cross platform UI
And since I'm interested in getting the editor out to a larger audience, I've started thinking about cross-platform UI development. I'm pretty happy with the C-language libart/gtk+/x11 framework I'm using, but there are a lot more Mac and Windows users out there, especially in the graphic design world.
There are a few cross-platform frameworks to choose from, but I don't find any truly compelling. By all rights, Java should be the answer to what I'm trying to do, but I'm definitely not convinced that the user experience will be anywhere nearly as good as it would be for a native app. As long as we're talking about deployment in a browser, Flash is seductive, but has nowhere nearly the free software support it needs.
Wx would be fine for just getting an app launched with the menus and windows, but it doesn't have an abstraction for high quality drawing, even though all the target platforms do (libart, Quartz, GDI+).
So far, I'm leaning towards just replicating native UI code for the three major platforms, but even within the context of an OS X native app, there is a bewildering array of choices. Cocoa or Carbon? If the latter (which does make sense given the choice of C language and desire for portability), use kEventWindowDrawContent or make a custom HIView to take advantage of the compositing framework? Unarchive the UI from a NIB or use C code to build it?
If I go this route, I'll need to factor the code into UI dependent and UI independent parts. That's probably good discipline in any case, especially if I'm hoping for the code to be adapted into other apps that need curve editing (Gimp paths, inkscape, etc.).
It's just frustrating that there doesn't seem to be a "best practices" for this kind of thing. I know I'm far from the first to try to wrestle with it.