• Quetzalcutlass@lemmy.world
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    3 hours ago

    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.

    • _‌_反いじめ戦隊@ani.social
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      2 hours ago

      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

      • Quetzalcutlass@lemmy.world
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        2 hours ago

        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?

        • _‌_反いじめ戦隊@ani.social
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          2 hours ago

          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.