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Surprisingly, they won't. Text input and manipulation is so incredibly ugly and hard, that basically nobody cares it enough to to it really well. Unicode to start is complicated. Then you have things like bidirectional text. Line breaking is complicated. There are no accepted practices for a lot of use cases. Hyperlinks. Embedded content like images. Copying/inserting html and other formats. Styling content. Renderin…
Nobody is saying Godot should implement their own text engine. There are several available ones they can use, or just pick whatever the platform offers. > Why would you want to render text in a gaming engine in the first place ... Just about every game needs text, including Unicode text. Every proper engine handles it.
The platform does not offer anything.
"Just about every game needs text, including Unicode text. Every proper engine handles it"
No, what they do is paste a few characters on screen, handling a more common subset of Unicode. They don't come close to handling most of the things I described above.
Not even Qt handles text well - Qt allows you to do some fun 3D things with text, but not you can't open 100K lines of formatted code like VSCode.
Webkit is just as bad - MS had to invent 'Monaco' a huge layer on top to be able to manage text properly and it's kind of a hack.
Simply put nobody does it well out of the box.