What are the advantages to use vector-based fonts over bitmap fonts in (2d) games?
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Published on 2012-06-11T08:41:27Z
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2012/06/11
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I know that many games are using bitmap fonts. Which are the advantages for vector-based font rendering / manipulation when compared to bitmap fonts and in which scenarios would they matter the most?
Prefer a focus on 2d games when answering this question.
If relevant, please include examples for games using either approach.
Some factors you might consider:
- amount of text used in the game
- scaling of text
- overlaying glyphs and anti-aliasing
- general rendering quality
- font colors and styling
- user interface requirements
- localisation / unicode
- text wrapping and formatting
- cross-platform deployment
- 2d vs 3d
Background:
I am developing a simple falling blocks game in 2d, targeted for pc. I would like to add text labels for level, score, and menu buttons. I am using SFML which uses FreeType internally, so vector-based features are easily available for my project.
In my view, font sizes in simple games often don't vary, and bitmap fonts should be easier for cross-platform concerns (font-formats and font rendering quality). But I am unsure if I am missing some important points here, especially since I want to polish the looks of the final game.
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