how to program the presentation (menu interface) of a game?
By "presentation" i mean the title, credits, menu''s...etc.
Im wondering if a 3d game still uses the 3d engine for the presentation?
for example, i would like to start on that on my game now.
but i need to know if such menu''s are done with billboards/quads, or blitting? Honestly, I have no clue as to how the menu''s are done for a 3D game such as Super Mario World.
Can somebody lead me or show me to the answer?
thanks.
2D quads is the way to go. Have a look at a GUI library like the FLTK or a really simple one like glDruid''s one...
Chris Brodie
http:\\fourth.flipcode.com
Chris Brodie
http:\\fourth.flipcode.com
Im not sure how this would be done in directX i have virtually no experience with it, but in opengl you could simply switch to ortho projection and draw textured quads for everything. Thats how I did my gui.
Basically a CWindowElement base class, then have everything else you want derive from that
CButton : public CGuiElement
CListBox : public CGuiElement
CTextBox : public CGuiElement
and so on....
each object overriding the Draw function and whatnot...
works good. and you can easily build your menu from a text file.
Basically a CWindowElement base class, then have everything else you want derive from that
CButton : public CGuiElement
CListBox : public CGuiElement
CTextBox : public CGuiElement
and so on....
each object overriding the Draw function and whatnot...
works good. and you can easily build your menu from a text file.
quote:Original post by dopeflow
Im not sure how this would be done in directX i have virtually no experience with it, but in opengl you could simply switch to ortho projection and draw textured quads for everything. Thats how I did my gui.
Basically a CWindowElement base class, then have everything else you want derive from that
CButton : public CGuiElement
CListBox : public CGuiElement
CTextBox : public CGuiElement
and so on....
each object overriding the Draw function and whatnot...
works good. and you can easily build your menu from a text file.
Looks very similar to mine...
ScrollBox_C : public baseObject_C
TextBox_C : public baseObject_C
Label_C : public baseObject_C
etc, etc
And, I also use virtual functions for my draw, mouse down/up, key down/up, so it seems our GUI''s have much in common (it''s also in gl).
All my objects can be set to call a function per frame, which is usefull for things like a clock, where each frame it''s function gets called, and that function can update it''s caption to display the current time. Also, command buttons has to be passed a function to be called when it''s clicked, so it can do something . I also simply use quads to display my windows + objects.
You would use state based processing. This concept is explained and implemented exceptionally well in Jims Adams book "Programming RPGs with DirectX".
[edited by - Ethereal on May 7, 2003 12:44:04 PM]
[edited by - Ethereal on May 7, 2003 12:44:04 PM]
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