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0
votes
2answers
26 views

LWJGL True Type Fonts - Calculate width and height of box

I want to center some text on the screen. At the moment I divide the display height and width by two, and then render. But I also need the height and width of the textbox, so I can subtract it from ...
3
votes
1answer
130 views

In MonoGame, how can I disable font anti-aliasing?

I am building a game with a "low resolution" aesthetic, so I would like to disable the default font anti-aliasing. The text is drawn using the built-in SpriteFont and SpriteBatch classes. Here is ...
0
votes
1answer
52 views

How can I render text using the new(ish) JOGL GPU curve rendering classes?

I'm fairly new to OpenGL/JOGL, working through various tutorials and books and making steady progress. Text, however, is an area where I'm stuck. I figured out one way using BufferedImage and ...
0
votes
1answer
45 views

In Pygame, I can only display text once I stop updating and drawing, why?

At this moment, I can only display text once I stop updating and drawing sprites. In the code below (which is actually the game loop), you can see how if GAMEOVER == True (gameloop stops drawing), the ...
0
votes
0answers
40 views

How to improve textmesh quality?

In my game I using textmesh, but textmesh has a pixel problem even adjusting scale, character size and font size. How to solve it?
1
vote
0answers
81 views

How do I manually submit a new UI InputField in code?

I need some conditions for submitting the text inside of an Inputfield, however I cannot find a way to do this via code. I was expecting something simple like with WPF or WinForms, but I cannot find ...
1
vote
1answer
90 views

How do I go about making a text box that allows for highlight-able and copyable text in the new UI?

I'm trying to make a simple chat system for our games lobby, however I am having issues making a text box that allows for text-highlighting. The Text component does not have interactible text, and the ...
0
votes
1answer
101 views

Small text is very light / faint with FreeType and OpenGL

I'm able to render large text with FreeType just fine: But when I want to render small text (and the only parameter that changes is the font size), the quality is much poorer: As you can see, ...
1
vote
1answer
78 views

Text rendering techniques for games

I'm researching text rendering techniques for 3D applications, and I'm having a hard time finding information on the topic. Do you know of any other methods of text rendering that are actually used in ...
1
vote
2answers
78 views

Directx displaying selectable text

I am new to direct x and following this tutorial : brayzarsoft (part 14) I was able to display text. However, using this method the text is rendered to a texture. When you look at games that have ...
0
votes
1answer
62 views

What is the highest quality way to render warped text on Windows?

I need to render highly readable text, on par with DirectWrite+Cleartype+Truetype. The Cleartype system uses sub-pixel anti-aliasing. DirectWrite takes things a step further and moves letters around ...
1
vote
2answers
6k views

How to add a UI Text for keeping Score in Unity 5

My Problem is simple I want to show scores on my game. The examples on internet are good but in Unity 5 there are no GUI elements but instead these are now UI elements. I was following this example: ...
0
votes
0answers
62 views

How do I make a Slick2D TextArea display newlines?

Whenever I press the Enter-key my Slick2D TextArea does not go to the next line. How can I make it do that? Here is the code that involves the TextArea: private TextField ta; public void ...
0
votes
0answers
119 views

Insert 3d text to the front face of a cube GameObject

I want to add a text to a cube in Unity. I have a cube which has a 3d text as a child. I am using the below javascript to write on the 3d text: #pragma strict function Start () { } var countdown : ...
0
votes
1answer
163 views

Can I display text in SFML without setting a font?

I'm trying to render text without setting a font. #include <SFML/Graphics.hpp> #include <iostream> using namespace std; string culoare; int main() { sf::RenderWindow ...
1
vote
1answer
124 views

Unity import text or json

Can't seem to find a definitive way to import text to C# in Unity3d. I'm looking to import either a lot of different text files or one large json file to represent all the text in the game. Thanks ...
5
votes
4answers
400 views

How can I implement a real-time game loop in a text-based game?

I am trying to make a short text game with c++ to help me learn the language. I have made a version that basically displays texts, waits for an input, once the input is received it displays text, and ...
0
votes
1answer
56 views

Arbitrary text for chat room

In my game I want to have a chat room where users can enter arbitrary text. I don't think bitmapped fonts will work for me since it must include multilingual characters and emojis (could be wrong ...
0
votes
1answer
137 views

OpenGL 4.4 LWJGL - How can i render text to the screen

I have been told that you need to create a texture atlas for the font, and individually assign each character to a texture and add them up to create the string you want to produce. This seems a little ...
0
votes
2answers
212 views

Better ways to parse text adventure commands? [duplicate]

Currently I have got a system set up where I split each sentence handed to me into it's baser parts and then compare each word against a list of known words. Once I have the verbs, adjectives and ...
0
votes
1answer
307 views

Typing text animation (dialogue) libGDX or in general

Can anyone think of an efficient way to animate the typing dialogue text as found in pokemon? I have a vague idea of using string.length, and having a new letter drawn every .2 seconds or so, but ...
1
vote
2answers
211 views

Hot to make a function in Haxe that reads content from text file and does something with each line?

How can I make a function in Haxe that reads a line from a text file, prints it/saves it to a variable, and then goes to the next line? My objective is to make the dialogues on a text file, having ...
1
vote
0answers
73 views

import text strings into Unity editor 3D text objects so that Scene View displays them

I am having trouble finding a solution to this problem. I want to generate the text for TextMesh.text in a custom application and import into the Unity editor so that I can then scale the text to ...
0
votes
0answers
289 views

Unity3D C#: How to resize an inputfield according the content which is set dynamic

I've got an InputField where the text is filled in upon getting a string back from the server. We can debug the entire text so we receive it correctly. However the text is too long to fit in our ...
0
votes
0answers
70 views

Blending one SDL_Surface with another using SDL_BlitSurface behaves as if the content of the source had fully transparent pixels

I am trying to render text in SDL that is both filled in white with a black outline. Calling TTF_SetFontOutline() before rendering text with TTF_RenderText_Solid() causes only the outline to be ...
0
votes
1answer
318 views

How to color each letter text in Phaser.js?

I have a text created with text object (game.add.text) and I would like to color each letter differently if that is possible. If not, how can I achieve this?
2
votes
4answers
233 views

Optimizing Texture Text Rendering?

I have an implementation currently that stores each letter as it's own separate texture, usually only a couple pixels in width and height. So this has some problems as i am unable to do a batch ...
-1
votes
1answer
192 views

Using multiple strings within the path to Write to Text File [closed]

In Unity3D, How would I use something like this: path = "C:\Users\Jonathan\Documents\FileData" + fileName + ".txt"; so I can make a for loop and create several text files under desired path? The loop ...
8
votes
2answers
918 views

How do games handle rendering Asian unicode text?

I'm currently in the process of implementing text rendering in my game engine, and I decided to utilize AngelCode's BMfont to generate font textures, and then have OpenGL render textured quads for ...
0
votes
1answer
498 views

lwjgl and slick util text over textured quad

So, I load a TrueTypeFont like this: private TrueTypeFont trueTypeFont; try { InputStream inputStream = ResourceLoader.getResourceAsStream("assets/fonts/main.ttf"); Font ...
1
vote
1answer
86 views

How do I measure a string that will be drawn with SpriteBatch?

Is there a way to measure width and height of an ever-changing string (a player's score, specifically)?
0
votes
1answer
212 views

Clipping text in algorithm

I'm looking for an algorithm that can clip a text ( GUI Mesh text ) when it's length is over 20 characters. The problem is I have one background image(textured plane) (orthographic), where I want to ...
0
votes
0answers
81 views

JMonkey scrolling 3D text

I need to make a scrolling 3D text, which is not a gui. I have a 3d box display over which I should render a long scrolling text. I can render and move text, but how do I cut/make invisible the part ...
0
votes
0answers
77 views

XNA Guide text input - maximum length

so I am using Guide.BeginShowKeyboardInput to get the user to enter their username. I would like this to be limited to 20 characters, and it seems to break expected behaviour to let them input ...
1
vote
1answer
114 views

How do I draw text once a countdown ends?

I created a countdown in Game Maker using a variable of time. The countdown works properly and is displayed at the proper coordinates. However, when the countdown reaches zero, I want to make the ...
0
votes
1answer
56 views

Text not being rendered until I recreate the text class in SDL

I made a Text class, it is as shown below: Text::Text(const int score, const float &x, const float &y, const float &w, const float &h, SDL_Renderer *rend) { font = ...
0
votes
1answer
201 views

How do I right-align text?

I'm using SpriteBatch.DrawString, which seems to not have an overload for text alignment. How can I draw aligned text?
0
votes
1answer
222 views

How to change colors of texture in lwjgl? [duplicate]

I have the following texture: The black pixels are characters, the background is transparent. How do I change the black pixels of the characters to another color? I use this texture as a bitmap for ...
0
votes
1answer
394 views

Poor text rendering quality with freetype

This is my first time that I use freetype library and I think I've got some problems. Right now, I draw the bitmap generated by freetype, but the generated image is really low quality. I've been ...
1
vote
1answer
109 views

NPC Dialogue directing the player [closed]

I recently gave a build of my game to some people and asked for any thoughts. One of the ones I keep getting is, 'I didn't know where to go first, but I guessed.' The problem is, I'm still getting ...
1
vote
1answer
306 views

Spritefont in OpenGL

I develop in OpenGL using C# as programming language. I want to draw some text on the screen. For this i created a texture that contains all the characters. Now i am not sure how to continue. I can ...
2
votes
5answers
455 views

Working with multiple language text files in multilingual games

What kind of tools and practices are used for maintaining text for multilingual games? By "text" I mean literally any piece of text you see in the game: dialog, menu options, tutorials, etc. I want ...
-1
votes
1answer
816 views

LWJGL font not rendering, even with depth test and texture_2D

I'm running into an odd little problem here. I'm attempting to render a basic console over my LWJGL-based application, which should be easy enough through a decorator pattern of renderers (as in, one ...
1
vote
2answers
133 views

StringBuffer behavior in LWJGL

Okay, I've been programming in Java for about ten years, but am entirely new to LWJGL. I have a specific problem whilst attempting to create a text console. I have built a class meant to abstract ...
1
vote
3answers
5k views

How to Use Text in Unity3d

How Can i Create Text in Unity3D? I Use "3D Text" But Its Always on Top Of Everything! Can You Suggest Anything? I creating a 2D Game So its not Necessarily a 3D Text.. Edit: Because I Building a 2D ...
1
vote
2answers
337 views

Sprite erasing text in Pygame

I'm making a Pong clone in which the user can press the 'p' button to pause/unpause the game. When the user presses the 'p' button the word 'PAUSE' is drawn to the screen and when he presses again the ...
1
vote
0answers
431 views

Libgdx: scrolling background for preview screen

Good day, I have been coding for quite a while now and I'm at an certain point where i am having difficulties on solving something. I've been creating a preview screen which contains the following: ...
0
votes
1answer
379 views

Drawing text in SlimDX with Directx 11?

How can I draw text to the screen in directx 11 with slimdx? In SlimDX.Direct3D10 there's a font class which can be used but there's no font class in SlimDX.Direct3D11.
3
votes
1answer
104 views

center point of a text?

i'm drawing a text using a spritefont and the draw.string function of the spritebatch object. in some point, i need to augment the size of the text, so i use a variable to scale it. all this is ...
0
votes
1answer
438 views

Removing drawn Allegro texts and primitives

I'm working on a game with Allegro 5 that has a loop. I'd like to make the program write onto the screen, how much time the loop has ended. These are the rounds of a turn-based game, obviously. I use ...