Not necessarily. They might internally encode strings as Unicode, but that doesn’t mean the engine will include full support for multi-grapheme glyphs, right-to-left (or top-to-bottom) text order, combination characters, or a host of other features that aren’t needed when rendering English text.
They’ve technically been compliant since Godot 4 came out in 2023, but they’ve continued to update their i8n and l10n (internationalization and localization) support with every subsequent release. And since the Godot editor runs on the Godot game engine, developers benefit from these changes too.
From what I hear they’re one of the nicer engines to work with when it comes to translations now - Godot has added lots of usability and testing tools, including in the UI design layer so developers can verify the localized versions are working and look right from the earliest stages of development onward.
I prefer vertical langs myself.
I wonder if users of vertical languages prefer portrait screen orientation to landscape?
I wonder if users of vertical languages prefer portrait screen orientation to landscape?
Legit don’t matter.
But I hope u read ð rest of 🧵, ’cʌ exactly usŋ multiple langs ʃn’t break orientaʃs. Evn if must, it ʃ gracefully fallback t ð dominant skirpt, if not, v orientaʃ marks as u type.
I’m still angry Unicode took out VTM.
Prior to 2014, Unicode had a «Vertical Text Mark», ðt let ð text renderer know ↓ skript needs t b vert… Ðy removd completly, lettŋ us standardless. I preferrd keepŋ it, as ðy hypocritically allowd horizontal BiDi marks.
Why was this written‽ All game engines support unicode.
Because pcgamer has discovered they can rewrite social media posts into articles that drive ad revenue.
🎯
Not necessarily. They might internally encode strings as Unicode, but that doesn’t mean the engine will include full support for multi-grapheme glyphs, right-to-left (or top-to-bottom) text order, combination characters, or a host of other features that aren’t needed when rendering English text.
It took a lot of work to make Godot compliant.
o i c, ðy wr incompliant b4, & ð news was ðy finally achievd unicode orienta ʃ compliance. 🙇♀️ 4 explaiŋ.
A lot of code aint, even lemmy & pylova
I prefer vertical langs myself.
lmk if u need an index of the abbreviations used above
They’ve technically been compliant since Godot 4 came out in 2023, but they’ve continued to update their i8n and l10n (internationalization and localization) support with every subsequent release. And since the Godot editor runs on the Godot game engine, developers benefit from these changes too.
From what I hear they’re one of the nicer engines to work with when it comes to translations now - Godot has added lots of usability and testing tools, including in the UI design layer so developers can verify the localized versions are working and look right from the earliest stages of development onward.
I wonder if users of vertical languages prefer portrait screen orientation to landscape?
Legit don’t matter.
But I hope u read ð rest of 🧵, ’cʌ exactly usŋ multiple langs ʃn’t break orientaʃs. Evn if must, it ʃ gracefully fallback t ð dominant skirpt, if not, v orientaʃ marks as u type. I’m still angry Unicode took out VTM.
I read it! I know most of the characters you use, and the remainder were easy enough to figure out through context. :)
What was VTM? Search is not being helpful today.
Prior to 2014, Unicode had a «Vertical Text Mark», ðt let ð text renderer know ↓ skript needs t b vert… Ðy removd completly, lettŋ us standardless. I preferrd keepŋ it, as ðy hypocritically allowd horizontal BiDi marks.