I have some images that I’d like to use as SpriteFonts without having to prebuild them with the Monogame Pipeline tool. Is there any way to generate SpriteFonts from these images at runtime? Maybe invoking the FontTextureProcessor manually? Any help would be appreciated. Thanks in advance.
It is possible to include the content pipeline in a game, but only for a game aimed at Windows desktop, Linux or OS X. It is also quite complex and comes with a lot of extra baggage (the native libraries and executables used for importing and processing the data).
I would recommend looking at a custom font implementation that is specific to your requirements. It will be a lot simpler and you have full control over it. You could make the custom class look and feel like SpriteFont, but it won’t be SpriteFont itself.