HUD and rendering text

This time I focused on HUD elements for the first-person shooter game. To display the total amount of ammo the player has for their current weapon, I added a basic text system to Beagle that composes a mesh out of strings and a tile set of characters. Also Beagle objects now each store their own color that gets sent to the shader, which lets me easily set the color of the text, for example.

It's not exciting or complicated but in designing the HUD I sketched a few thumbnails and found one I was happy with. For HUDs I prefer critical information like health to be near the center.

The player is in a dark cave, firing a weapon at the wall and surrounded by deer-like creatures facing the camera.