When the Slug patent was released to the public domain, I put together[1] Snail[2], a Slug implementation in Zig.
One thing I found was that it was tough to get small text to look good with some fonts. TrueType fonts often have bytecode that tweaks curve points to better fit the pixel grid at a particular size. Part of the pitch for Slug is that it doesn't require per-size glyph prep, so Slug text is just unhinted.
As monitors have gotten denser, the major font renderers have moved away from bytecode hinting, either toward auto-hinting (ignore the bytecode, look at the outline, and decide what to do) or toward no hinting at all.
Snail has GPU auto-hinting that tries to replicate a lot of that, so I could have hinted text without per-size prep. It precomputes knots at various glyph features, and the shader then moves the knots to stretch/squeeze parts of the glyph. It's not perfect (especially for serif fonts!), benefits from per-font tuning, and focuses on Latin glyphs (pretty much always draws CJK glyphs unhinted because they're too complex for the current shaders to handle). Also, cases where you want hinting and wouldn't be better served by just scissoring prepared bitmaps aren't all that common. It also includes a TrueType VM, for cases where the per-size cost is acceptable (DejaVu Mono looks decent with the auto-hinter, but it has phenomenal hinting bytecode).
It was a lot of fun to put together, I learned a lot, and as far as I know the auto-hinter is unique among Slug implementations. Slug is a very cool algorithm.
[1] through high-effort delegation to Claude [2] https://github.com/psyclyx/snail - includes some diagrams (made with Snail!) that explain most of the prep/rendering of a glyph with Slug