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In the games I've worked on, we restricted the subset of characters used for Chinese, Japanese, and Korean (together referred to as CJK) to only those required to display the text in the game. In other words, we didn't attempt to cram in every possible character; we just took the database of CJK text from our localization teams, did a pass over it to find ...


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Here are 2 common ways games save space when communicating strings over the network or serializing to disk. Zlib the text or use some other compression algorithm (even just Huffman compression). You can compress the text with a pre-shared compression header so that the header doesn't add to the size. If there are common strings you have to send or ...


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I'm using the freetype library (http://www.freetype.org/) to load glyphs from freetype fonts and then use bin packing to generate a glyph texture/atlas during runtime, similar to how freetype-gl does it (https://code.google.com/p/freetype-gl/). When the game is initialized, I generate a glyph atlas with the printable characters from the ASCII range. This ...


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In my opinion using node for a game client is not the best option. Node.js is usually used for the server side of a game and not the client. If you like CoffeScript why don't you create an HTML 5 game with one of the tons of free JavaScript game engines out there? This would also spare you the hassle of creating OpenGL bindings (you'd have to use WebGL ...



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