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Artur Corrêa

Member Since 02 May 2008
Offline Last Active Feb 20 2014 06:04 AM

Topics I've Started

Building a GUI system ( Maybe from scratch)

10 February 2014 - 08:02 AM

Dear people, I'm involved on a project where I have to create an user Interface (GUI system) that must to run across multiple platforms.

I did some research and found that there is plenty of libraries out there, like GiGi, GLUI, CEGUI, and a lot of others, including QT.

Most of the Libraries that I found are built upon OpenGL and SDL but I'm not confident of using any of them yet. Maybe because they are little confusing, but for sure because in one of the target plataforms , there is nothing more that openGL-ES. The libraries I found are simply not ready for the platform.


So, I started thinking on implementing the Gui system from scratch, even because the requirements are not so big. I need some buttons and other basic controls, editable text fields, and maybe a window to show 3D objects. I would be convinced of implementig the Gui upon OpenGL, maybe SDL to increase portability. But I'm still in doubt between two approaches I imagined.


Ipproach 1: Creating GUI elements as textured 3D rectangles.

I could have a sprite sheet to contain the graphics for most of the basic GUI elements, and a reusable mesh , so It would not have too many draw calls. I'm affraid of using this approach because the editable text fields. I think the texture for those elements must be procedural and unique for each text field, And I will have a lot of them, So it will increase the number of draw calls per frame as I need to redraw all the scene in openGL  ( Of  course  there is the option of not clear the buffer and redraw only the object that changed. but I´m not sure if it is a good Idea in OpenGL )


Ipproach 2: Using OpenGL only as a flipping multiplatform surface.


I could build the entire GUI as single texture. The GUI would be rasterized on a big buffer, and than used as a texture for a 3D rectangle that covers all openGL viewport. Using this approach, despite the Window would be flipped at a great frame rate, the texture that actually contains the Gui can be redrawn only when something changes. In fact , the only part that must be redrawn is the element that changed, and its children. That approach was proven at the old days of Graphic interfacing, using Win32 GDI. But in those days we did not rasterize in HD. 


So, I would like to ask you people, if anyone have built a GUI from scratch like the ways above , or something completly different. Iḿ just trying to choose the best patch here . .

how about raknet ?

02 February 2011 - 05:13 AM

Dear friends,

I`m evaluating raknet engine ( http://www.jenkinssoftware.com/ ), and I would like to hear from you what are your impressions ( In case you have already used it). I would like to hear about pros and cons.

So far I could notice that raknet influences a lot on the architecture of the game engine, I mean, in the game-object level. I see it as a "con".
If you have an existing engine, It may be a lot of thing to rebuild.

As "pros" I see that it has a lot of infra structure resources, like NAT transverse, User management, community management, etc.

I have an "only-LAN" multiplayer game project, and I'm not so sure if Raknet is the best option.

What you think ?

character and terrain navigation

04 February 2010 - 06:50 AM

Dear people. I' facing some problems related to character navigation on my game. By character navigation I mean keeping the character on things ( on the floor , over objects that it can climb), and out of things ( out of the walls of a map). I have implemented my own methods for this , but they are not so robust, and they fit better to biped characters. Now I have to implement a method for 4 feet animals , and the approaches I have used will not work very well. I would stay out of using physics engines for navigation ( except for the necessary collision detections ) because my game must have a little footprint ( it is for slow machines) . I searched the internet for this stuff but what I could find is all about using physics engines. I would like to find some good articles about doing character navigation just like on the old days of quake and the first 3D racing games. Do anybody know about anything ?

converting static library formats

02 May 2008 - 10:14 AM

Hi People, I have some static libraries, that were generated by mingw compiler. I need to use these libraries on a microsoft visual C project. Anybody know a way to convert form .a files to .lib files ? Thanks in advance !!!

performance issue...

02 May 2008 - 03:29 AM

Hi people: I´m working in a game architecture that works as the following: Each game entity is an object that is derived from a base class Game_Entity_Base. movable entities are entities that have behaveor. Scenary objects are not movable. NPCs are movable. Each game-loop cicle does a call of the update method of each " movable game entity, that is : Each game loop cicle calls a lot of virtual functions ( one by movable entity). the update functions are tipically very small and simple, and It is suposed to exist about 300 "movable" entities for game level. the game will support about 50 different types of movable entities. My question is: Is this architecture a bad idea because the overhead caused by virtual function calls ? Or is this kind of issue a thing to not be worried about? Thanks in advance