my current font system is pretty simple, at the game launch, I build a texture palette of common letters, with ascii this is generally between glyphs 32 to 96 covers the English language pretty decently. Then when i draw a string, I just create a mesh, with the appropriate texture coordinates for the glyph, and do a check that the glyph is inside my range of supported glyphs.
However, i've been thinking of how to extend this to other languages, my palette system can be modified to use unicode glyphs relatively easily, but I don't know what a good range is for covering a good variety of common characters in say Chinese, Japanese, french, German, russian etc. since the input from players is likely going to be in their language, rather than english(particularly if targeting mobile platforms), these would mean that when i'm drawing something with my font code, it wouldn't draw anything as all the input glyphs could be outside my supported range. creating a texture with all possible glyphs seems rather insane as well. I've also considered having "pages" of textures, but that would be rather inefficient as it means having to switch textures every time a glyph in a different "page" is detected.
so what are other people's solutions for dealing with this problem?