I had been thinking about the idea of non-English text in the BGE for a while now, and recently I made a first attempt of it when I made some Arabic text (I haven’t published those yet). The Arabic font turned out well, so I decided to try a few more non-English fonts, which led to the following…
Japanese Text Support for BGE
Everyone knows that Japan and video games go together like a hand and a glove, so it’s only fitting that I present you with these eight Japanese fonts for the Blender Game Engine.
(The fonts are not black and white only. Just change the material color to anything you want.)
Featured are:
Ex Hiragana Damaged
Ex Hiragana Opaque
Ex Katakana Damaged
Ex Katakana Opaque
Kochi Gothic Hiragana
Kochi Gothic Katakana
Kochi Mincho Hiragana
Kochi Mincho Katakana
The “Ex” series fonts are from www.vicfieger.com. You can find a great selection of other free fonts there. The “Kochi” series fonts came with my Linux distribution (I use an Ubuntu/Mint combo).
Legal Stuff
All of these fonts were created in the United States from fonts which I am licensed to use. The United States does not allow bitmap text to be copyrighted, so all of these fonts (which I generated) are in the public domain of the United States, free for all uses commercial and non-commercial. No attribution is necessary, and you do not need further permission to use them freely.
Technical Stuff
The Japanese Hiragana and Katakana normally occupy the unicode space beginning at 3041 hexadecimal and 30A1 hexadecimal respectively. However, FTBlender will not render those spaces, so I moved each set to begin at 0021 hexadecimal (the beginning of the basic Latin character set, which is used by English). To use text that has been written in Japanese, you must shift each character’s hexadecimal value by -3020 hexadecimal or -3080 hexadecimal, depending on which character set it was typed in (hiragana or katakana). It would probably be easy to do this using a script, but I have not written one to do it.
Also, the included .blend files are set up to print LTR Japanese, since I understand that LTR is the text direction in common use for horizontal writing in Japan. To print RTL Japanese, follow these steps:
- Flip the normals on the text plane (Go to Edit Mode, press W key for Specials and select “Flip Normals”)
- Exit Edit Mode and rotate the plane by 180 degrees on the local Y-axis (Press R key for Rotate, press Y key twice for Local-Y Constraint, type 180 on the numeric keypad, press Enter)
- Enter Face Mode and mirror the UV mapping in the UV editor along the X-axis (Press F Key for Face Mode, move mouse over UV Editor and press M Key, select X-axis from the popup menu)The Download
http://www.blendenzo.com/Files/JapaneseFontPack.zip (798 kb ZIP archive)
Enjoy! If time permits, I’ll make a little keyboard program that will aid in the process of typing text using these fonts.