This version is fully transferred to the engine Unicode. So instead of char now need to use wchar_t.
Just supports Unicode-fonts. As they do: 1. Downloading the program Bitmap Font Generator (www.AngelCode.com). 2. Gen describing the desired font characters in a text format. 3. A text file *. fnt convert to bmfconv.exe through the program. 4. The resulting binary file *. bmf put in the directory with the texture, the same load from the program.
Performance tested on the standard tutorialah attached to the original HGE 1.7. If you have problems or if you see any mistakes, write.
HGE supplemented version 1.8 Rewritten by Unicode. In its engine implemented, more flexible fonts that support any Unicode characters. To create fonts, you will need to take advantage of the utility of www.AngelCode.com. Aside from the standard method of processing and rendera in HGE 1.8 UE implemented flexible state-machine (see example 9).
I want to use Korean in my Hge Project. So, I download this Unicode version and encounter error code. 1>MyGame.obj : error LNK2001: unresolved external symbol "public: void __cdecl hgeFont::printf(float,float,int,char const *,...)" (?printf@hgeFont@@QAAXMMHPBDZZ) 1>MyGame.obj : error LNK2001: unresolved external symbol "public: __thiscall hgeFont::hgeFont(char const *,bool)" (??0hgeFont@@QAE@PBD_N@Z) Does it works well in hge 1.81? How can I solve this problem.