   Resolution independant text rendering
  I wonder what techniques are used in game engines to render resolution independant  text? Any ideas?   
  Calculate how big the font should be for each resolution, then simply set the font size to that on startup?   ;  Scale. Pick a resolution say 800 x 600 and design your UI around that. Then use this handy little function to scale the co-ordinates to the current resolution:const Vector2 UI_SIZE (800, 600);Vector2 ScaleCoordUI (const Vector2 &input){    Vector2 screen_res = GetScreenResolution ();   // You'll have to code that yourself.    Vector2 scale_factor = screen_res / UI_SIZE;    return input * scale_factor;}To save cycles, scale_factor only needs to be calculated whenever the screen resolution changes.It's not a perfect solution (you might get a few tiny artifacts with small font sizes), but it's a good point to start from.   ;  MENTAL is correct, i was doing this yesterday, taken from a xml file, im using 1024x768 as my base resolution, but u can alter the window size to anything eg 200x1453 and rendering + input work correctly (u will need to rescale your input etc to the new res though. <CHECKBOX id="appearance_draw_map" pos="416 200" size="48" text="Draw Map" ><ACTION cause="mouse_over" effect="hilight" /><ACTION cause="mouse_click" effect="change" /></CHECKBOX><SLIDER id="appearance_dust_amount" text="Dust Amount" color="1 1 1 1" pos="212 150" size="300 48" range="0 1" res="0.025" type="float" num_bars="50" /><SLIDER id="appearance_particle_amount" text="Particle Amount" color="1 1 1 1" pos="212 100" size="300 48" range="0.0 1" res="0.025" type="float" num_bars="50" /><TEXT id="appearance_page_back" pos="950 20" size="64" text="Back" alignment="center" color="0.5 0.5 0.75 1"><ACTION cause="mouse_over" effect="hilight" /><ACTION cause="mouse_click" effect="goto_page" description="options_page"/></TEXT>   