Every game has fonts. Most games implement 2D fonts that overlay on the screen. Some game engines implement font billboards that can be used as name tags hovering over a character’s head. Some times the font system is implemented independently of other rendering systems, sometimes as part of the GUI. But it isn’t too common to see a game that implements fonts as part of a particle system. Shawn Kendall describes just such a system in his latest blog entry. For those that require hand holding, he doesn’t take you step-by-step through the process. But if you can put two and two together then it’s not a big leap from his blog post to implementing it yourself, perhaps improving on it in the process. But it’s a nifty idea, for sure.
Technorati Tags: game programming, game development, fonts, particle systems
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