PipeLine - Best Practice to create SpriteFont .xnb for all unicode laguages - Full blown Unicode

hi @kjpou1
I'm trying to figure out what is the best way to make a .xnb spritefont that will support multi languages.
Regarding your post here: https://forums.xamarin.com/discussion/comment/135611/#Comment_135611

and the way i found here:
theinstructionlimit.com/common-kanji-character-ranges-for-xna-spritefont-rendering

I need to localize my app with very different languages : Arabic, Hebrew, Portuguese, Russian ,CJK, etc.
So i looked for single .ttf that will include whole glyphs.
The only one i found is Arial Unicode MS.
but some post said it's not so good for CJK.
The available CJK fonts doesn't support ME languages.
So i wonder what to do?

i would prefer to make a single .xnb file from a bunch of .ttf fonts, but on the scheme you post:
https://msdn.microsoft.com/en-us/library/bb447759.aspx
I can't see i can enter multi fonts names. only one.

What i think i can do:
1. try to insert multi fonts name to the .spritefont declerations, and build with pipeline (don't think it'll work)
2. try to merge few .ttf files to one (it's messy )
3. try to create custom renderer like in XF for images on WP and do a .xnb for every locale (how to do this Custom Renderer on CC?)

What can i do?

Thanks

Best Answer

Answers

  • zahikramerzahikramer ILMember ✭✭✭

    Sounds great Kenneth!
    Put it also on the guides.
    Where to put the localized .xnb files (arial-en.xnb , arial-jp.xnb...) on the same "fonts" folder , yes?

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