In Part 1 of this series, I gave a brief overview of the various font formats, kerning data, and how they are handled in XNA. In Part 2, I’d like to talk about my solution, and what was required to make it work.
To reiterate from my previous post, the basic goal of my font kerning project was to extract horizontal kerning data from font files of various formats, and save it in an organized, easily usable format.
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A while back I did a write-up on my FontBuilder project, which made mention of a tool I created for extracting font kerning data from font files. Although I’ve since moved from XNA to Unity, and this tool is no longer required, I still wanted to record all of my notes, and document what I’ve created, just in case it ever has some use in the future.

Font Kernalizer (my kerning data extraction tool)
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Although I’m no longer using XNA, I dabbled in it for quite some time, and learned a great deal. For me, one of the trickier parts was implementing custom fonts. Although I’ve since moved on to developing in Unity, I wanted to make a quick write-up for my old FontBuilder project. It was a pretty cool tool at the time, and it taught me a lot about scripting for Photoshop.
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