こにちわ。ごめなさい、私の日本語わへたです。 今は、Minetestの漢字サポートよるなりたい。
(Sorry, my Japanese is very bad. Right now, I am trying to improve the kanji support in minetest)
With MuhdNurHidayat(MNH48)'s help I have managed to make signs work with Japanese character but it requires a bit of a hack to input text in them.
Right now they work well with kana but I want to add kanjis as well. I wanted to ask to native speakers their opinion on the character set I should be using. If I include the 20 000 ideograms (which include Chinese and old Chinese/Japanese/Korean) from the unicode standard, the mod would weigh 80 MB, which is a lot but doable.
One recommendation is to at least include the 2131 jōyō kanji (常用漢字), which weighs only ~8MB but I feel like this is not enough for everyday use in Japan.
What are your thoughs on it? Is there a more complete set I could use? Is it acceptable to only have access to jōyō kanjis?
どんな漢字セットを使っていますか? (What kanji set are you using)
Re: どんな漢字セットを使っていますか? (What kanji set are you using)
I am Japanese and would be very happy if minetest would allow Japanese input.
Japanese people use hiragana, katakana and kanji. Japanese Kanji is enough for 常用漢字.
常用漢字 are revised from time to time. Currently, there are 2,136 常用漢字 characters, which were revised in 2010.
But even if the initial introduction is 2131 characters as you suggest, I think Japanese users will be very helpful. If he is a kindergarten child, just hiragana will suffice.
Japanese people use hiragana, katakana and kanji. Japanese Kanji is enough for 常用漢字.
常用漢字 are revised from time to time. Currently, there are 2,136 常用漢字 characters, which were revised in 2010.
But even if the initial introduction is 2131 characters as you suggest, I think Japanese users will be very helpful. If he is a kindergarten child, just hiragana will suffice.
Re: どんな漢字セットを使っていますか? (What kanji set are you using)
(Putting in my 2c as a non-Japanese speaker.)
From my limited experience/understanding, there are a few issues in play here:
Text input issues (esp. ones related to IMEs) should be addressed in 5.9.0 which will use SDL to handle text input. Currently the X11 "device" supports text input with IMEs, but with the limitation that (as of some years ago) it does not work under Wayland.
Text display in UI elements (not: signs) is handled by Irrlicht's text rendering system. For Japanese text support you only need to change the font in Minetest's settings. I use Noto Sans CJK (on my system: /usr/share/fonts/noto-cjk/NotoSansCJK-Regular.ttc) which works quite well for me.
A quirk in Irrlicht's (and subsequently Minetest's) text rendering system is that it uses whitespaces for line wrapping, so long text in CJK (or, at least, Chinese text) are not wrapped very well.
The text on signs are created by mods, with the rendering algorithm implemented differently by different mods (and independently from the text rendering system for rendering text on UI elements). My experience is that the signs lib mod has support for rendering CJK characters. The "display API" mod supports different fonts, but I don't think it has a font with coverage for CJK characters.
(Another note: make sure to configure your system to use UTF-8. I have seen people having issues with text rendering because they use a different character encoding on their system).
From my limited experience/understanding, there are a few issues in play here:
Text input issues (esp. ones related to IMEs) should be addressed in 5.9.0 which will use SDL to handle text input. Currently the X11 "device" supports text input with IMEs, but with the limitation that (as of some years ago) it does not work under Wayland.
Text display in UI elements (not: signs) is handled by Irrlicht's text rendering system. For Japanese text support you only need to change the font in Minetest's settings. I use Noto Sans CJK (on my system: /usr/share/fonts/noto-cjk/NotoSansCJK-Regular.ttc) which works quite well for me.
A quirk in Irrlicht's (and subsequently Minetest's) text rendering system is that it uses whitespaces for line wrapping, so long text in CJK (or, at least, Chinese text) are not wrapped very well.
The text on signs are created by mods, with the rendering algorithm implemented differently by different mods (and independently from the text rendering system for rendering text on UI elements). My experience is that the signs lib mod has support for rendering CJK characters. The "display API" mod supports different fonts, but I don't think it has a font with coverage for CJK characters.
(Another note: make sure to configure your system to use UTF-8. I have seen people having issues with text rendering because they use a different character encoding on their system).
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