๐Ÿ‘คlaszlokorte๐Ÿ•‘5y๐Ÿ”ผ105๐Ÿ—จ๏ธ40

(Replying to PARENT post)

This look exciting, but I am obsessed with the lack of subpixel rendering for fonts in godot (imgui, nanovg, etc). The fonts just look crummy to me.

As I understand it, subpixel rendering is a treacherous patent landscape. Is that the reason why it is consistently missing from these tools?

๐Ÿ‘คpeetle๐Ÿ•‘5y๐Ÿ”ผ0๐Ÿ—จ๏ธ0

(Replying to PARENT post)

Yess, finally!

> This allows changing font size for individual draw calls, controls, or spans of text in the RichTextLabel control without creating new Font instances.

It was so frustrating to have different font sizes in a RichTextLabel.

Only downside is that we have to wait until Godot 4

๐Ÿ‘คblensor๐Ÿ•‘5y๐Ÿ”ผ0๐Ÿ—จ๏ธ0

(Replying to PARENT post)

Got to say, this looks a lot better than Unity's UI text handling, even with TMPro.
๐Ÿ‘คDeukhoofd๐Ÿ•‘5y๐Ÿ”ผ0๐Ÿ—จ๏ธ0

(Replying to PARENT post)

Why do game engines need their own text engines?

Why not just use some system library to write into a texture and then use that in your game?

๐Ÿ‘คlondons_explore๐Ÿ•‘5y๐Ÿ”ผ0๐Ÿ—จ๏ธ0

(Replying to PARENT post)

Godot allows you to write code in languages other than Go? I thought it was a Go-specific library
๐Ÿ‘คtobyhinloopen๐Ÿ•‘5y๐Ÿ”ผ0๐Ÿ—จ๏ธ0

(Replying to PARENT post)

It feels like complete mismanagement to me that Godot focuses on work like this instead of things that directly impact gameplay. You can see it in other places like them creating their own programming language.

Why can't I do multiplayer out-of-the-box? Why do I have to roll that myself? Why can't I start up a project and immediately work with gamerules/gamemode callbacks?

I can checkout Grid[1] and immediately do those things, and it has two orders of magnitude less followers. Why do "game engine" developers insist on doing essentially just rendering with some bindings to things like Box2D and OpenAL?

[1]: https://github.com/Planimeter/grid-sdk

๐Ÿ‘คandrewmcwatters๐Ÿ•‘5y๐Ÿ”ผ0๐Ÿ—จ๏ธ0