Kiwi404 Posted June 7, 2018 Share Posted June 7, 2018 Hi, Which is the most efficient way when you need to deal with many text to display (mobile/pc) ? Because i spent times on forum and didnt find a clear answer (sometimes Phaser.Text, but often BitmapText) : Thanks Link to comment Share on other sites More sharing options...
tips4design Posted June 7, 2018 Share Posted June 7, 2018 BimapText was and is always more performant as far as I know. Link to comment Share on other sites More sharing options...
Kiwi404 Posted June 7, 2018 Author Share Posted June 7, 2018 Thanks @tips4design, its indeed what most others are saying. Is there any technical reason for that ? Link to comment Share on other sites More sharing options...
samme Posted June 7, 2018 Share Posted June 7, 2018 BitmapText is really just a spritesheet. Text is rasterizing font glyphs on a canvas. And in WebGL there's the extra step of uploading a texture from the canvas. Makemake Hope and Kiwi404 2 Link to comment Share on other sites More sharing options...
Kiwi404 Posted June 8, 2018 Author Share Posted June 8, 2018 Thanks to your answer i have found a detailed explanation https://gamedev.stackexchange.com/questions/30425/vector-based-fonts-vs-bitmap-fonts-in-2d-games To summarize if you are concerned mainly about performance go with BitmapText. Thanks @samme Link to comment Share on other sites More sharing options...
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