Yep, along with some very minor typesetting.hasen wrote: ↑Wed Mar 14, 2018 6:34 amSo you mean write the characters in Chinese in the code and this program will display them using combinations of radicals?zorg wrote: ↑Wed Mar 14, 2018 4:55 am Not talking about IMEs or input in general, just a way to convert an unicode codepoint (or rather, runs of them, since we don't want to store the codepoints themselves) into the visual glyphs using a custom radical-combiner function/library, that only stores the radicals; ~200 glyphs vs. 50000+ glyphs.
I'll agree that supporting a variant of newFont or something that could look for fonts on a system level would be nice; löve accepts pull requests so people can contribute.hasen wrote: ↑Wed Mar 14, 2018 6:34 amIf you wanted a small footprint then just using the system fonts, at least for Chinese characters would be a simple way to go. If you want it to look really pretty or different then sure, add a Chinese font (or several) that is bigger than your whole game, but otherwise I think we should have the choice to use the system fonts to reduce game file size. I just don't see what harm is done by having the choice to go this way.
And yes, i was thinking that this way, one could have it look, not necessarily pretty, but unique; and the footprint would be small, yet it would still support the number of glyphs needed... possibly even more. (counting possible combinations that don't have any set meaning... yet; this kinda only appears in chinese though, not japanese to my knowledge)