[GD-Windows] Complex GUIs
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From: Brett B. <res...@ga...> - 2003-12-19 00:04:20
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Hello, Hope this is the correct forum to post this. We currently develop PS2 = and GameCube titles and our Windows programming is limited to tools so = far. Also, we have only made "twitch" games for consoles before, so the = idea of doing something more complex leads us to wonder how much of the = low-level to-the-metal approach we should give up. If we wanted to do a complex GUI for a Windows game, on the order of an = MMORPGs (toolbars, menus, windows, buttons, lists, etc.), would it be = best to: 1. Use Windows native functions but overriding the drawing, etc. with = hooks to render a game interface instead of windows default application = interface. 2. Use a third party gui widget toolkit and put in our own rendering = functions to render the widgets. 3. Just do it how we do on consoles and use a thin, lightweight GUI = built over the immediate mode toolkit. The second related part (or maybe this should come first?) would be the = event system that the above is all hooked up into. Would you: 1. Use Windows native event/messaging to drive the gui. 2. Use Direct Input and develop you own event messaging to drive the = gui. 3. ??? As an example, I was particularly impressed with Star Wars Galaxies GUI = and that would be a good example of the different kinds of things we = want a gui to do. Thanks, Brett |