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Thread: Modern, opensource automaticly-growing runtime font packer for games

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  1. #1
    This is interesting.

    So, does it exports the generated atlas in to one or more bitmaps? And does it tell the UNICODE point range (or ranges) generated? I'm looking for a tool that allows to build bitmapped fonts to use with Allegro. Right now I'm using ASCII-127 only because I had to build them by myself with The GIMP, but I want to use UTF-8 enconding and it is quite annoying to use The GIMP for that (also I don't know what UNICODE points I should use ).

    [edit] You can see the format I'm looking for in this link.
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  2. #2
    It generates bitmaps, and when you need additional characters it adds them to existing bitmaps, and if out of space it adds a new bitmap, i guess you could use it with that.

    character bindings are unicode, the example uses widechar winapi for rendering - we'd need to convert this somehow to freetype2.. freetype1 in lazarus repo is buggy as hell and can't use font hinting.

    if you use lazarus utf8string then you can do this to get unicode numbers:

    http://wiki.freepascal.org/UTF8_stri...UTF8_codepoint
    Last edited by JernejL; 17-05-2018 at 12:52 PM.
    This is my game project - Top Down City:
    http://www.pascalgamedevelopment.com...y-Topic-Reboot

    My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
    http://www.pascalgamedevelopment.com...source+manager

  3. #3
    Based on the information presented in the thread bellow the original author of partitions.pas is Nitrogen. but the unit was latter updated by Paul_Nicholls

    https://www.pascalgamedevelopment.co...partitions.pas

  4. #4
    Quote Originally Posted by SilverWarior View Post
    Based on the information presented in the thread bellow the original author of partitions.pas is Nitrogen. but the unit was latter updated by Paul_Nicholls

    https://www.pascalgamedevelopment.co...partitions.pas
    That's same conclusion i had, i'm not sure who nitrogen is irl and not sure on the license, but i think it's safe to say it's in public domain.
    This is my game project - Top Down City:
    http://www.pascalgamedevelopment.com...y-Topic-Reboot

    My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
    http://www.pascalgamedevelopment.com...source+manager

  5. #5
    Quote Originally Posted by Delfi View Post
    i'm not sure who nitrogen is irl and not sure on the license, but i think it's safe to say it's in public domain.
    I'm also not sure who Nitrogen is. But as far as licence goes I guess Paul will know best since he was the one who updated the code last. So it is best to ask him about that.

  6. #6
    Quote Originally Posted by SilverWarior View Post
    I'm also not sure who Nitrogen is. But as far as licence goes I guess Paul will know best since he was the one who updated the code last Pnr Status TextNow VPN. So it is best to ask him about that.
    To avoid it all,
    You can check the Font Studio by mikepote on bitbucket.org, its OPen Source (so Free).
    Last edited by NOUR; 14-02-2019 at 08:00 PM.

  7. #7
    Quote Originally Posted by NOUR View Post
    To avoid it all,
    You can check the Font Studio by mikepote on bitbucket.org, its OPen Source (so Free).
    It uses what looks like same unit (packing.pas), but it seems like it's an older or a modified version of it - https://bitbucket.org/mikepote/font-...e-view-default

    packing insert routine seems identical, except that it uses constants rather than enums, but the order of checks and all seems all identical, so i'd say this is same unit, or at least the files are related.
    This is my game project - Top Down City:
    http://www.pascalgamedevelopment.com...y-Topic-Reboot

    My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
    http://www.pascalgamedevelopment.com...source+manager

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