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Your Game GUI's

Started by December 11, 2005 09:42 PM
27 comments, last by jeroenb 19 years, 1 month ago
I'm doing a presentation in a couple of days and it would help a lot if I got some feedback as to how you go about implementing GUI’s in your game. Which of the following applies to you when integrating a GUI into your game? 1) Do you use a 3rd party library such as JUCE? 2) Do you try to code a GUI specifically for the game you are working on? 3) Do you try to code a GUI for your game that can be easily customizable so it can be used in other games? I’ve only made one game for a Software Engineering course, but when I made the GUI, I took the second approach. Is this unusual?
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I went for number 3, because I am a sucker for punishment. Even worse, I've done it three times before. But the other two generic reusable ones were crap, I'm keeping my newest though ;)
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I usually do method number 2. It gives me something else to work on when I have absolutely no idea how to implement the next part...

Although, sometimes when something works really well I rewrite it so that I can reuse it, but that's only if it really, REALLY works well.
I've been the last 2 years making several number of statics libs. One of them is an OpenGL GUI. Hopefully I'll be able to use it in a game... someday...
[size="2"]I like the Walrus best.
#3 definitely, although reusability is a feature that usually takes several rewrites and/or attempts to "perfect"
http://blog.protonovus.com/
I've been using 2 up until recently when I finally sat down and designed a system that I can use in multiple projects. So now I'm in group 3...
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Number 2 most of the time, but I'm leaning towards Number 1 lately, I suck at GUI programming.
My Current Project Angels 22 (4E5)
That's quite simple. I start with number 2, just want something quick, simple and uncomplicated for the task at hand. At some point it turns into number 3, for one because I realize that this or that would be useful and neat and make the interface less clunky to work with and of course to reuse it the next time.

When the next time comes I DON'T use it, because it feels too big, bloated and complex for my (supposedly) modest needs and it starts all over.

Result:
-one Gui exclusively using textures
-one Gui exclusively NOT using textures
-currently working on Gui supporting both, skinning, color schemes, xml (bet I won't be using it because it feels like "too much" again)

Interestingly, thanks to not being visually creative they still all look pretty boring and the same:
With Textures
Without Textures
Skinnable

[Edited by - Trienco on December 12, 2005 12:12:11 AM]
f@dzhttp://festini.device-zero.de
3, though I'd do 1 if I were smart, constrained by a deadline or aiming to make a game and not learn.
None yet but I ll start designing a gui library that fits my needs and can be reused in later projects.


Can anyone suggest me a library that is free for commercial use?
Or is anyone willing to work together with me on a library free for use for everyone?

I had quite a few ideas that reach beyond the typical panel hierarchy
with sizers and such.

My aim is to get an engine running with as less customized code as possible to increase development speed, you don t have to reinvent the wheel everytime you build a car ^^
http://www.8ung.at/basiror/theironcross.html

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