A collection of text characters according to the size and style of a particular typeface. Often used as shorthand when referring to said typeface.

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24
votes
8answers
6k views

Where can I find fonts for my game?

Where can I find fonts (preferably free, but a reasonable fee is acceptable) that I can use in my for-pay/commericial game?
18
votes
12answers
36k views

Tool to create a bitmap font from a true type font [closed]

What tool do you use to convert ttf fonts to bitmap fonts? Following is a list of features I'm looking for. I'd be happy with any tool really, but one that had these features would be better. ...
16
votes
7answers
1k views

UI mockups to the code

My UI designer has made a lovely photoshop PSD of the UI and everything pretty. The biggest problem I'm having is converting some of the more elegant fonts used into something renderable in-game. Is ...
13
votes
5answers
2k views

Where can I find fonts which I can distribute with an open source game?

I want to be able to release my game as open source, and I need to be able to distribute font files with my game. Where can I find fonts which I can use in this way, and what font licenses should I be ...
10
votes
3answers
5k views

How do I get beautiful small text in XNA without using external libraries?

In XNA, the spritefont technology is horrible. Nuclex does the job so much better, but I don't want to have any external references, and I'm nearly done with my game. When using fonts like Sansation ...
10
votes
4answers
10k views

Preferred way to render text in OpenGL

I'm about to pick up computer graphics once again for an university project. For a previous project I used a library called FTGL that didn't leave me quite satisfied as it felt kind of heavy (I tried ...
9
votes
5answers
4k views

OpenGL's matrix stack vs Hand multiplying

Which is more efficient using OpenGL's transformation stack or applying the transformations by hand. I've often heard that you should minimize the number of state transitions in your graphics ...
8
votes
3answers
2k views

Font outline in OpenGL, FTGL

I'm using FTGL library to render fonts in my game, but I have completely no idea how to create an outline around text. Achieving a shadow could be easy, because I can simply do it like this: (pseudo ...
7
votes
1answer
1k views

XNA - just a few more characters accepted in a SpriteFont

I have a SpriteFont in XNA, which has the standard 126 characters that are usable. However i would like to use the "ಠ" symbol in the game. So is there anyway of adding just a few more symbols that ...
7
votes
2answers
285 views

How do I implement variation in font letters, like handwriting?

I can use a sprite sheet to automatically use a custom font. What I'd like to do though is to have several versions of each letter, such that the letters can be varied and more natural looking (a la ...
7
votes
2answers
837 views

Is Font Squirrel for real?

I found Font Squirrel, and while it claims to have fonts free for commercial use, i can't find a license or legal pages anywhere. Are these fonts really usable for commecial use like they say?
7
votes
2answers
1k views

How to deal with variable size font in XNA 4.0

After searching for a while, I found no way to draw vector/scalable fonts in XNA 4.0 (which would be perfect...) and I am currently in a bind about how to render fonts for my game. In the game I use ...
6
votes
2answers
3k views

Are fonts covered by copyright?

I want to use the font Trajan Pro, but I'm not sure that it would be legal. I've read a bit on fonts and copyright, and the only thing I could get was it depends on the license and where it was ...
6
votes
2answers
2k views

Vector-based fonts vs. bitmap fonts in (2d) games?

I know that many games are using bitmap fonts. Which are the advantages for vector-based font rendering / manipulation when compared to bitmap fonts and in which scenarios would they matter the most? ...
6
votes
3answers
4k views

XNA: SpriteFont question

I need some help with the SpriteFont. I want a different font for my game, other than Kootenay. So, I edit the SpriteFont xml, i.e: <FontName>Kootenay</FontName> or ...
6
votes
1answer
786 views

Font library for XNA

Is there a free type library kind of implementation available for XNA? I wish to use it on WP7, so it should be a managed code. I know can alternatively use spritefont, but I wish to know if other ...
6
votes
2answers
674 views

Showing Unicode in XNA on Windows Phone 7

I am creating an application which downloads names from server. These names can be any unicode language text which I need to render in XNA on WP7. The biggest problem I see here is WP7 xna system ...
5
votes
1answer
2k views

How do I get the height of an XNA SpriteFont?

I have some text in a spritefont and I need to know the height in pixels. I would have thought that MeasureString() would get me close to it, but it seems to just be about length.
5
votes
2answers
433 views

How to create a font from an image for a game?

I found a font in a free pack of sprite as an image: I'm wondering what would be the best way to use it in a game? Is there tools to create a font from this image? Do i have to code it myself? I ...
4
votes
4answers
1k views

How to handle font loading?

I need to display text in my game, who doesn't. I had originally thought that I could just statically render all the text I would need to images and use those. I'm starting to think that is a bad ...
4
votes
2answers
1k views

Bitmap Font Displays in Center Always Without Coding it Manually (Fix Coordinate Problem onText)

Is there a way on how to stay the texts in center without manually coding it or something, especially when making an update? I'm making a display for the highest score. Let's say that the score is 9. ...
4
votes
2answers
878 views

Legality of AngelCode's BMFont

Is it legal to use a bitmapped version of a proprietary font (such as Arial) in a commercial app? I'm using AngelCode's BMFont to generate a bitmapped version of a few various system installed fonts ...
4
votes
1answer
228 views

Rendering only a part of text FTGL, OpenGL

I'm using FTGL library to render text in my C++ project. I can easily render text by using: CFontManager::Instance().renderWrappedText(font, lineLength, position, text); Unfortunately there is a ...
4
votes
2answers
1k views

Are there any font rendering libraries for games development that support hinting?

I've used angel code's bitmap font generator quite a bit and though it's very good, I wondered if there would be a way of using the hinting information to provide a better readable result by using ...
4
votes
1answer
397 views

Can't load vector font in Nuclex Framework

I've been trying to get this to work for the last 2 hours and I'm not getting what I'm doing wrong... I've added Nuclex.TrueTypeImporter to my references in my content and I've added Nuclex.Fonts ...
3
votes
2answers
1k views

Creating Font Textures in Direct3d without D3DX

Update: The completed solution using Nathan Reed's answer is posted in my answer below A few open source programs I've seen that render installed fonts do something like this... Create a texture for ...
3
votes
1answer
783 views

What's best to use OTF or TTF?

What's the most recommended format should I use for fonts, OTF or TTF or another? In looking for: Performance/Efficiency with SDL_ttf library Free/Open-ness [1] [1] I'm planning to use GPL3 and ...
2
votes
2answers
1k views

XNA C# How to draw fonts in different color

I'm doing a simple chat system with XNA C#. It is a chatbox that contains 5 lines of chat typed by the users. Something like a MMORPG chatting system. [User1name] says: Hi [User2name] says: Hello ...
2
votes
1answer
328 views

How to match font size with screen resolution?

So I'm working on a game using LibGDX, and I have a problem. To make my game fit most resolutions, I created a base asset for each aspect ratio, for example, a main menu background image, I made it ...
2
votes
2answers
214 views

Problem to match font size to the screen resolution in libgdx

I'm having problems to show text on my game at same size on different screens, and I did a simple test. This test consists to show a text fitting at the screen, I want the text has the same size ...
2
votes
1answer
296 views

Include a custom font when publishing in Visual Studio XNA

I have a custom font called "Gold Box Games" that I want to use in a game I'm making. I have the font installed on my computer and it works just fine in the program when I run it in test. However, ...
2
votes
2answers
219 views

How to get and copy font bitmap from WinGDI to a IDirect3DTexture9?

I want to get the pixels (or other data) for any character of the available fonts and copy/build them into a D3D texture so I could make some cache of text rendering by mapping only the character ...
2
votes
1answer
86 views

How to make a bitmap font having only a PNG file?

Is there a way to "convert" an existing PNG file with the characters' images into a bitmap font? Basically, I want to create a FNT file using an image like this... ...without the access to a TTF file ...
2
votes
1answer
3k views

Using the same font with different sizes in libgdx

I am using BitmapFonts, LabelStyles and Labels for my texts. I want to resize some labels, so i use this. fontType.scale(-.6f); LabelStyle style = new LabelStyle(fontType, Color.WHITE); titleLabel ...
2
votes
1answer
530 views

DX9 sprite / font draw depth order

I need the ability to order the drawing of sprites and fonts. Some sprites need to be drawn behind and some in front of text. My problem is that my sprites and fonts use separate Begin() End() calls ...
2
votes
3answers
417 views

SharpDX/D3D: How to implement and draw fonts/text

I am playing with SharpDX (Direct3D for .NET) without using "Toolkit", already finished with basic rendering 3D models. But now i am wondering how to program/create fonts for game (2D), or how to ...
2
votes
1answer
174 views

Libgdx Get Font Height with a Wrap

is possible to get the 'Height' of a font drawed with the drawWrapped methods (with a wrapWidth) ? getMultiLineBounds only works when \n is used, but when drawing with drawWrapped it doesn't give the ...
2
votes
1answer
151 views

AngelCode's Bmfont about widths

In AngelCode's Bmfont is there a way to make it so that all of the widths are equal?
2
votes
1answer
938 views

Font to polygon or triangle mesh

I've been happy using bitmap fonts for games so far, but now I find I really need the polygon edge in some form. I saw the freetype engine some time ago, which can provide rastering of truetype fonts ...
1
vote
6answers
2k views

Using a particular font in a commercial game

I'm working on a game I intend to sell, and I want to use this font. The license says: "You may NOT copy or distribute the font outside of the licensed household, company, school or institution. ...
1
vote
3answers
408 views

How do I enlarge a SpriteFont without it becoming blurry?

How do I make spritefonts not blurry when I make them bigger? I have searched Google and haven't found any useful answer.
1
vote
2answers
580 views

Custom Fonts in cocos2d

I have tried Hiero but it has NEVER worked for me. Is there an alternative application for creating fonts for cocos2d? Thanks
1
vote
1answer
120 views

Dialog Title Does Not Fit

I successfully added my own font to the default .json file and it displays, however I get some weird sizing issues. Specifically when I try to create a Dialog. This is what it looks like: Ignore the ...
1
vote
1answer
88 views

Is there a way to use other fonts, besides the default ones in OpenGLUT?

I'm using OpenGLUT functions like glutBitmapString to render sentences and words in a game. However, there is a limited set of fonts to use and I need some bigger size fonts. Is there a way to add new ...
1
vote
1answer
102 views

Why is my text is too large even when scaled to .05f in libGDX?

I'm trying to scale down my fonts as my game objects are also small. I'd like to scale them down the same way as my sprites. However, if I scale them below .05, the font disappears! My attempt at ...
1
vote
1answer
99 views

Reuse VertexBuffer or new VertexBuffer object?

I'm trying to render bitmap fonts in directX10 at the moment, and I want to do this as efficiently as possible. I'm having a hard time getting a start on my design because of this question though. So ...
1
vote
1answer
350 views

AndEngine Font Issue

I am learning AndEngine. I am displaying Hello world using this code: public class myactivity extends SimpleBaseGameActivity { private final int CAMERA_WIDTH = 320; private final int CAMERA_HEIGHT ...
1
vote
1answer
291 views

How to properly calculate y position when drawing from .fnt bitmap font?

I want to render text to bitmap to use it later as a decal texture. I've read through libGDX fonts drawing code and came up with this: private void writeTextToPixmap(Pixmap destPixmap, Pixmap ...
1
vote
2answers
2k views

LWJGL Text Rendering

Currently in my project I am using LWJGL and the Slick2D library to render text onto the screen. Here is a more specific example: Font f = new Font("Times New Roman",Font.BOLD,18); font = new ...
1
vote
1answer
348 views

UIView with IrrlichtScene - iOS

i have a UIViewController in a Storyboard and want to draw a IrrlichtScene in this View Controller. My Code: WWSViewController.h #import <UIKit/UIKit.h> @interface WWSViewController : ...