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Oct 23, 2011 at 16:45 comment added NtscCobalt @PeterTaylor, For a final game yes I would completely agree. This code is used in a static library that provides user interface utility functions such as creating rectangles and loading / rendering the specified font. This is built upon another api abstraction layer which makes generic vertex decelerations, buffers, and textures usable from either D3D or OpenGL equivalents. code.google.com/p/cobaltlibrary/source/browse/trunk/Extensions/…
Oct 23, 2011 at 7:32 comment added Peter Taylor @NtscCobalt, if you want your game to work on both Windows and Linux why are you using fonts you find on the system? Surely it's better to pick a font with a suitable licence, preprocess it, and include it with your game? I can't tell you how many Flash games I've played on my Linux box where text was invisible because I didn't have the exact same fonts as the developers and the substitute overflowed the space allowed for it. Embedding your font in the game guarantees consistency and reduces the amount of testing needed.
Oct 23, 2011 at 6:27 comment added NtscCobalt I'm not sure if I'm getting floating point errors, my math is wrong, or my use of fractional cell height for specifying font size but somewhere I'm having a slight problem with the right overlap. It seems fairly minimal and only noticeable on fonts where an exact gap is important but after staring at fonts for 5 or so hours today it really stands out to me. Kunstler Script provides no kerning information and this small glitch even happens with Times New Roman but it is almost unnoticlbe. Here is a picture: i30.photobucket.com/albums/c308/thentsc/font_compo.jpg
Oct 22, 2011 at 19:36 comment added NtscCobalt I plan on using the same system for both so I will include KerningPairs per your recommendation. Thank you very much for the quick responses. Now all I need is to figure out how to do all the same on Linux.
Oct 22, 2011 at 19:29 comment added Nathan Reed It depends what you're going to use the text for. If this is just for debug readouts / dev consoles and the like, then I wouldn't worry about it. But if it's for in-game text and you want it to look aesthetically pleasing, then kerning is a must especially for large text (titles, headings, etc.) It's not such a big deal for small text like subtitles.
Oct 22, 2011 at 19:23 comment added NtscCobalt Thanks you, that is exactly what I was looking for. Do you believe that KerningPairs are something that users would notice a lack of and should be included in the font calculation?
Oct 22, 2011 at 19:19 vote accept NtscCobalt
Oct 22, 2011 at 7:31 history answered Nathan Reed CC BY-SA 3.0