>>103139991
I'm using the freetype library, and still incomplete
Essentially the steps I am taking are generating a texture atlas for the font, retrieving glyph metrics, producing a mesh with vertices, indices and UVs for the actual text, then sending the mesh to the high-level renderer interface for drawing, which is implemented in multiple backends (currently just metal and d3d11)
Then, it's pretty simple to just add text:
commands.spawn().insert(
Transform::from_translation({100.f, 100.f, 0.f}),
asset_loader.load<Font>("default.ttf"),
Text2D("The quick brown fox jumps over the lazy dog :^)")
.with_font_size(32.f)
);