Our Machinery posted about their approach to UI an...
# thinking-together
s
Our Machinery posted about their approach to UI and tools in their new engine (https://ourmachinery.com/writing-tools-faster.html), it was meant to be a GDC presentation but... coronavirus
👍 3
e
What a terrific job you have done with OurMachinery. So many similarities with Beads' immediate mode approach; no layout manager, and many other things. I would be interested to find out how you like Vulkan.
i
(ps I don't think Scott's part of OurMachinery)
s
I'm not I work at Unity :)
d
6 minutes in: er... honestly, I question the judgement of anyone that still pursues WPF after they learn how awful it is. I was forced to learn it... glad I don't have to use it anymore! But if you do have to use it, use it with Assisticant. I'd sooner design my own GUI primitives than use WPF for a large product. If you're making a game engine this approach makes perfect sense, as you can provide the same widgets for use inside games.
Minute 19: 👍👍 This presentation is mainly about their immediate-mode GUI. It was interesting to see and think about how problems are solved in the IMGUI context - I'm not sure if the presentation mentioned explicitly how you keep track of the keyboard focus, current scroll-bar position in a list, or selection info in a textbox, but I guess it's "by ID" (you could include this kind of info in your data model, but that could be inconvenient). But then, how do you solve the problem of giving every control an ID that is both unique and stable?