Heretic game bitmap font7/28/2023 ![]() ![]() If I were starting over, I'd probably take the same approach but look at FreeType2 instead of native text rendering. An easy fix for me was to use to get transparent supersampling. So I wrote a small Windows app that rendered all the characters and saved out the ABC spacings (as reported by Windows) along with texture coordinates.īTW, if you want to render very small text (like less than 16 pixels high) under XP or Vista, you will run into shortcomings with Windows' anti-aliasing. I didn't care about "real" kerning, but I needed glyph measurements at runtime so it would be spaced sensibly. I wanted it to pack the glyphs as tightly as it could. I needed to be able to specify character ranges so it would only contain the characters I needed. I needed to render a single texture using very small characters from a commercial TTF font. The last time I was looking for this (for an iPhone game), I tried various options but couldn't find one that did everything I wanted. I changed it to sort the characters by height first and quickly improved its efficiency (a 2 line change). The Box layout tool just fills the texture from top left to bottom right using the characters alphabetically. Kerning pairs are supported, so that info can be exported if your TTF uses them.Further, these textures can be constrained to be power of 2 sizes. Auto sizes the final image so I don't need to guess( like in FontStudio).This makes it a ton easier to generate texture fonts from my own TTFs. Loads fonts from the filesystem instead of windows registry.Designed to allow custom image and description(layout) exporters, making it even easier to extend.Open source so it can easily extend the app if needed. ![]() A QT app, and so works equally well on all platforms.Both Font Studio and Angel Code's BMFont and perform similar tasks. That might be the easiest option all around.Font Builder does almost everything I need. That might be easiest since bitmap fonts have a lot of properties that make them simple: they don't change, often all the glyphs are the same size, all the rendering has been done for you already, etc. That said, for ggez it's not too hard to write our own bitmap font stuff using instanced textures anyway. The texture stage is trickier, I suppose I don't know enough about how the internals work to comment yet. ![]() In terms of the pipeline described above, I believe this means that all the layout step work has already been done for you, by whoever made the bitmap font. Users can load whatever file format they care to and turn it into that form. Instead take a texture and a bunch of (character, glyph_offset_and_dimensions) pairs and use that as your mapping. It's one of those areas where it's so "simple" everyone rolls their own. I wouldn't even try to deal with file formats, since as says, there aren't really any standards. it's annoying because it feels like it should be easy, since bitmap fonts are just a degenerate case of exactly what gfx_glyph and such is doing anyway. Do you guys have some good example fonts to prototype with? What kind of formats are most commonly used for bitmap fonts. The former dynamically managed, the latter generated fully on initialization (I guess regenerated if you add a new bitmap font).
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