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In short, porting to other platforms has two major challenges:

  1. Originally, the project was just a wrapper for Fusion's text rendering engine, which was based on GDI under DirectX 9, then move to native GDI/GDI+ later due to performance bottlenecks. Since a portion of the codebase already existed at that time, the entire rendering system was built around GDI/GDI+. Furthermore, because development was driven strictly by the immediate needs of an active game project, the implementation of the format parsing logic is quite crude and lacks proper abstraction (with many nested lambdas tangled together). To port this to other platforms, a complete refactoring is required first to encapsulate a…

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Answer selected by vairysobik
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