Preview

Glyphs: 0 · Atlas: 0×0

Glyph atlas

?

Frequently Asked Questions

What is a bitmap font and why use one in a game?

A bitmap font is a pre-rendered image of every character (a "glyph atlas") plus a small data file describing where each glyph sits and how to space it. Games use them because drawing text from an image is fast, looks pixel-perfect at the intended size, and gives you full control over styling (outline, shadow, colour) baked in — no runtime font rasterizer required. It is the standard way to draw text in engines like Phaser, PixiJS, LibGDX and Godot.

What do I get when I export?

A PNG glyph atlas and a matching BMFont descriptor in the classic Angel Code format — either the text .fnt or the XML variant. Together they load directly as a bitmap font in most engines. You can download them separately or as a single .zip.

Which engines can load the output?

The BMFont (Angel Code) format is a de-facto standard: Phaser, PixiJS, LibGDX, Godot, Cocos and many others read it directly. Text .fnt is the most widely supported; XML suits PixiJS/Phaser pipelines that expect it.

Do I have to upload a font file?

No. The tool starts with a built-in system font so you can see output immediately, and if you load your own TTF or OTF it is read locally in your browser and never sent anywhere. All glyph rendering, packing and export happen on your device.

What styling can I bake into the glyphs?

Fill colour (solid or a vertical gradient), an outline with adjustable width and colour, and a drop shadow with offset, blur and colour. You can also set padding and letter spacing. Everything is rendered into the atlas, so it shows up exactly the same in your game.

Which characters are included?

Pick a character set — ASCII printable, ASCII plus Latin-1, or a custom string of exactly the characters you need (handy for a small HUD or a specific language). Only the glyphs you choose are packed, keeping the atlas small.

How is the atlas packed?

Each glyph is rendered tightly to its ink bounds (plus any outline/shadow room), then arranged into a single atlas with a shelf-packing pass so the image stays compact. The .fnt records each glyph’s position, offset and advance so text lines up correctly.

Is the output royalty-free?

The atlas you generate is yours to use. Note that font licensing still applies to whatever typeface you load — check that your source font permits redistribution or embedding as a bitmap. The built-in system font and any font you are licensed to use are fine.