Re: Complex In game UI
Ignacio Castaño <[email protected]> Mon, 13 Sep 2004 01:58:26 -0700
| Newsgroups | gmane.games.devel.general |
|---|---|
| Message-ID | <[email protected]> |
If you really need a complex GUI, an option that may be worth to consider is to use any of the existing comercial gui libraries that have proven to work well and have nice tools to design the ui layout. For example, Qt4 provides different painter engines, one of them implemented using OpenGL. You can also provide your own implementation of QPaintEngine using DirectX, you would just have to write some simple drawing routines. You would also have to implement a custom style engine so to adapt the ui to the look&feel of your game. http://doc.trolltech.com/4.0/qpaintengine.html http://doc.trolltech.com/4.0/qstyle.html -- Ignacio Castaño [email protected] On Saturday 28 August 2004 22:41, Tham wrote: > Hi, > > Probably this is an age old question. If so please point me to the correct > place if this topic is already discussed in great length. > > I would like to know what are the techniques and its pros/cons that are > used to produce complex in game GUI (such as those found in Star Wars > Galaxy) with trees, split panes, child windows etc. > > Will appreciate any ideas, urls, advice... > > Many thanks > tham ------------------------------------------------------- This SF.Net email is sponsored by: YOU BE THE JUDGE. Be one of 170 Project Admins to receive an Apple iPod Mini FREE for your judgement on who ports your project to Linux PPC the best. Sponsored by IBM. Deadline: Sept. 13. Go here: http://sf.net/ppc_contest.php _______________________________________________ Gamedevlists-general mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/gamedevlists-general Archives: http://sourceforge.net/mailarchive/forum.php?forum_idU7