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Unity Sport management game - what's best for both menu and 2D design?

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Hi All,

 

I'm an experienced c# (pirmarily winforms) developer. I've built some small sport management games in winforms with the "race" or "game" part just text based like the old football manager games. so there was no need for 2D/3D functionality.

 

Today I'd like to create a new sport management game where I want to represent the race part of the game in 2D.

But I'm not sure at what framework is the way to go. since this is a sport management game I still need to be able to create rich menus where you can see driver stats, chamionship rankings, do contract negotiatons etc... (that part was easy in winforms, but offcourse it's not the way to go if I want to have a nice 2D part as well).

 

So I'm wondering what you guys can recommend me to create my game in, monogame?, unity?, something else?

 

In short: Looking for an environment where I can code in C#, that is good for 2D functionality but also let's me create rich menus for the non-2D part of my game

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Good question. I'd love to recommend Unity BUT I've found the UI is woefully poor for layout-heavy UIs, with little support for anything beyond the real basic controls. However, they are working on it, for example the list view they announced this week: https://labs.unity.com/article/list-view-framework

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Good question. I'd love to recommend Unity BUT I've found the UI is woefully poor for layout-heavy UIs, with little support for anything beyond the real basic controls. However, they are working on it, for example the list view they announced this week: https://labs.unity.com/article/list-view-framework

 

Is it possible to create the UI in winforms, and for the 2D part of my game I created it in Unitiy and I run this inside a Unity container or so in winforms? Or do you lose alot of performance this way?

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I would recommend the c# binding of SFML.  I have used it in conjunction with Winforms before.  You can just throw a control on your winform (I choose a Panel) to represent the area on your form you want to draw the graphics.  You then pass in the control.Handle in when creating a RenderWindow.

 

Then you will override the OnPaint and OnPaintBackground events/functions of your control.  In the OnPaint you will do all your SFML drawing.  In the OnPaintBackground dont do anything (prevent it from painting background of the actual control).  This will redraw when the control detects it needs to like something covering the window then uncovering it.  If you need to continually redraw then you can do something like override the Idle function/event of the Form and call the Invalidate of the control from there to force a redraw.  Or setup a Timer and call invalidate when the Timer fires.

 

 How to use SFML is documented on their website on how to go from there.  No real documentation on the embedded thing but on how to draw with SFML. http://www.sfml-dev.org/

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Are you planning to stick with Windows PC?  Or are you going to go multiplatform ever?  I haven't used Xamarin, but it might be the way to go, at least for having a rich UI and multiplaftorm.  If not, then I agree with most folks here, mix WinForms with something else.  That said, WinForms has a certain dated look to it, and doesn't handle a lot of things that it's successor XAML / WPF does.  Like DPI.  Though it can be a bit intimidating to dive into a new language/technology and make a new game.

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