Рет қаралды 555
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In this video I'll be discussing the implementation of font rendering in #OpenGL for the #GameEngine. The entire source code for this video plus others is available on my Patreon, so if you're interested in it, check the first link for more details!
Timestamps:
0:00 Font handling integration
0:12 Transform compatibility
0:23 Using STB image
0:32 Overview of the font class
1:00 Font atlas explanation
1:21 Font atlas image with characters
1:38 Using System Fonts
1:56 Font initialization example
2:09 Simple font class design
2:27 Texture atlas binding
2:42 Building the atlas
2:57 Handling strings with font
3:09 Returning a mesh from the font handler
4:04 Baking the bitmap with STB true type
4:18 Building an alpha map
5:02 Mapping characters to the UV map
5:23 Explanation of character mapping
6:01 Submitting the atlas to the GPU
6:27 Garbage collection
6:37 Copy constructor details
6:59 Fun with the font handler
7:56 Centering the mesh for better handling
9:25 Integrated text handling
9:36 Future plans: Adding physics
10:04 Core concepts and sprite handling
10:38 Moving towards a more game-specific engine
10:51 Separate video for new features
10:53 Conclusion and next steps
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► Uniday Studio
By: Guilherme Teres Nunes