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0
votes
0answers
12 views
What is a simple way to pull input from a keyboard and attach it to a std::string?
The question says it all to be honest. I have a game that I am making in Ogre3D, using OIS as the main input library. My issue is that I am attempting to use CEGUI (with tons of errors) all to simply ...
0
votes
1answer
24 views
Direct3D - Get screen coordinates for printing multiple text elements
I have a function that I use to print text PrintText(char* text) that stores the text to a vector, which is then displayed if the vector is not empty. I'm trying to figure out how can I correctly ...
0
votes
2answers
29 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
131 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
53 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
46 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
85 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
79 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
80 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
166 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
401 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
213 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
310 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
212 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
74 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
291 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
320 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
235 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
194 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
926 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
500 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
214 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
202 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
223 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
397 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
307 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
460 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
432 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
385 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.