I have updated the #ImGui chapters of our "C++ 2D Game Engine" module to reflect the changes of how ImGui now implements an SDL backend.
Course: https://pikuma.com/courses/cpp-2d-game-engine-development/
Enjoy!
I have updated the #ImGui chapters of our "C++ 2D Game Engine" module to reflect the changes of how ImGui now implements an SDL backend.
Course: https://pikuma.com/courses/cpp-2d-game-engine-development/
Enjoy!
Before I sit down and decide what to teach next, I'm going back to polish a couple of things that are pending on existing lectures. The first one will be to redesign & re-record the #imgui chapter of our C++ game engine module. Some other stuff too! All happening early-2025.
https://www.youtube.com/watch?v=DYWTw19_8r4
Excellent introduction to a very cool library. Clay separates the layout part of an immediate-mode GUI from the rendering. Yet another cool thing I need to find an excuse to use in a project...
We just finished airing S02E01 of vvvvTv:
Buttons & Sliders with Dear ImGui
https://www.youtube.com/live/PuuTilbqd9w
I honestly keep forgetting that I can run as many instances of my game as I want simultaneously within the running exe, useful for checking a bit of re-used UI code in different contexts
I and a friend have started on a GitHub issue to bring accessibility to ImGui applications, and hopefully if you all can comment and if you use accessibility software it would help a lot.
https://github.com/ocornut/imgui/issues/8022
The new Level Editor for Hazard Pay is coming along!
ImGui has enabled me to pump this out very quickly, it generically supports Godot's TileSets, Terrains and SceneCollections.
Might do a video, anyone want to see a devlog on how it's built?
Having too much fun creating a level editor with ImGui!
I made a video!
How to improve your debugging in Godot using ImGui.
Some more progress! The project settings UI is almost complete, and I have some basic plugin manifest detection in place. It's all coming together quite nicely.
Well, I fully switched from Qt to just using ImGui for the user interface. I just don't see why I should make people install so many dependencies for just the UI, on top of regular dependencies you'd expect for a game engine. Plus, making interfaces in ImGui is just so much faster and easier to do.
It's fully switched to just using vertical tabs now, and it has a custom titlebar - also written with ImGui. I wanted to go with a switcher between horizontal and vertical tabs, and I might just do that someday, but I don't know if it's worth it. I'll see - but by default, it's going to use vertical tabs to save some UI space.
And all of the tabs have their own custom menus that show up in the custom titlebar, inspired by the LynxAnimator project, when it was still using C++ instead of C#. The menus are in a dynamic array (using std::vector), and can easily be modified. No need to bother with over-complicated garbage.
And lastly, I'm using Lucide icons now.
It's #screenshotsaturday ! This week I've been putting together inventory and equipment from the ground up. Still a mountain left to do but I'm quite happy with what I have so far
The item art was pretty fun to make and I got to implement drag-drop generically in the game's "EGAUI" #imgui -like UI framework
Fraktaler-3 v3 WIP Android version seems usable, though my Android 7 tablet is a bit slow.
Image is a zoom into a hybrid of #MandelbrotSet and #BurningShip fractals.
Julia morphing by hand is a bit tedious, need to audit/fix Newton zooming so that it can be used on touch screen. I think the period detection may be broken too, not 100% sure.
My demo/proof of concept ImGui/WebGPU
Dear ImGui frontend for Ladybird! I'm calling it "Dear Ladybird" :^)
Check it out: https://codeberg.org/ronak69/dear-ladybird
Are there still Unity IMGUI magicians alive out there?
https://forum.unity.com/threads/prevent-clicking-on-a-pre-existing-button.1575610/
Today I ported rImGui to cimgui, so it's now possible to use raylib + cimgui in pure C (i.e. the beloved Dear ImGui with raylib in pure C).
I'm going to clean up it tomorrow and then publish it.
Thought I'd post this here too :3
I've been wanting to have a simpler DearImGui implementation in Unreal for a while so I can have editor time UI, docker branch support and some other goodies. Still a bunch of hurdles ! But progress.
My IMGui view into quests. It's not pretty but it works.
I love the aesthetic of Motif, and lament its decline, but I realize now that Dear ImGui is a modern replacement in a way. Has that super minimal aesthetic like Motif but looks pretty nice to use. Cross-platform as well with lots of rendering backends.
I’m always tempted to make something very quick and dirty with SDL, but I think I’ll give imgui a spin for a project. Could be just the thing I need.