- cross-posted to:
- [email protected]
- cross-posted to:
- [email protected]
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.
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.
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.