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Font rendering

Started by February 07, 2017 06:28 PM
23 comments, last by penguinbyebye 7 years, 6 months ago
4 hours ago, Hodgman said:

Generally any product that doesn't advertise a price will be assumed to be unaffordable by us common folk ("if you have to ask the price, you can't afford it" is the common saying)...

We're probably way off topic for this thread, but... :)

I'm personally in that grey area of "this isn't commercial yet, but it might be later". It's... complicated, to build against a free-for-non-commercial-use product without knowing the sticker price that would kick in if I wanted to take it commercial.

Things like Unity/Unreal that put very explicit ranges on price-per-revenue are easier to account for in an eventual business plan

Tristam MacDonald. Ex-BigTech Software Engineer. Future farmer. [https://trist.am]

https://sourceforge.net/projects/ttftriangulator/

Resolution independent, free, fast, doesn't require a pre-built texture, and works for even large unicode/multilanguage fonts.

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9 hours ago, Hodgman said:

So "cheap for indies", would probably mean something like "free per game if you release one game per year and have per anum revenue or game budget of under $250k", etc... :|

Yeah, and since that's not a sustainable business model, we are unable to provide such a cheap option. Top-of-the-line professional-quality software costs money, and if an indie team can't afford it, they'll just have to settle for something that's not as good until they've grown bigger.

4 hours ago, swiftcoder said:

I'm personally in that grey area of "this isn't commercial yet, but it might be later". It's... complicated, to build against a free-for-non-commercial-use product without knowing the sticker price that would kick in if I wanted to take it commercial.

There's nothing stopping you from negotiating a licensing deal up front so you'd know exactly what you'd have to pay if and when your product ships.

On 2/8/2017 at 3:08 PM, Randy Gaul said:

Personally I really like the style from tigr. It contains a custom font image where each character is bordered by a consistent color. The border color is determined at run-time by looking at the bottom right pixel of the image. Then, by using the border color to define character boundaries the width of each different glyph is determined on font-load. Glyphs are then mapped from ascii/UTF-8 indices to sprites, where each sprite is defined as a UV pair that offsets into the font image.

Damn, that is so simple and elegant. Well, I'm gonna copy that approach and embed on my framework.

Curiously, it's kinda uncommon to see posts about font rendering, while it's not a trivial topic. I'm glad I clicked on this one.

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