Going into some more depth on making the new features and the troubles I faced along the way, while giving advice to future projects looking to try the same thing.

Also, I announced in the blog post that GodotOS will be open source when it releases! Look forward to it.

  • FeyterM
    link
    fedilink
    arrow-up
    3
    ·
    1 year ago

    That sounds like the most ambitious POC Projekt ever. I hope you will be able to finish it.

  • LinkB
    link
    fedilink
    arrow-up
    2
    ·
    1 year ago

    Here are some possibly related communities in the instance:

    Feel free to crosspost into them or post future content on this topic there if they are relevant.
    I am a bot and this was performed automatically 🤖 For any issues contact Ategon.

  • anteaters@feddit.de
    link
    fedilink
    arrow-up
    3
    arrow-down
    1
    ·
    1 year ago

    The MSDF setting is a great find! I’m playing around with UI on mobile and combining the content scale factor with that setting for crisp fonts is super useful for that, thank you very much for publishing this. Your project is a great way to explore Godot’s capabilities regarding (non-game) UI and find out where the painful shortcomings lie.

    • popcar2OP
      link
      fedilink
      English
      arrow-up
      3
      ·
      1 year ago

      It’s worth reading the Using Fonts section in the official docs if you want to make text as nice as possible, it has so much info. The thing is, some settings might be better than others depending on the font.

      But in general I found these my favorite settings:

      • MSDF on (pretty much needed if you change the scale on runtime)

      • Normal hinting (AKA full hinting): Makes text aggressively sharper when the text is small. Looks a bit aliased but it’s so much easier to read imo

      • Mipmaps off. It clashes with full hinting and makes text slightly blurry.

      Everything else should stay at default.