Re: [GD-General] Complex In game UI
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From: Ignacio <cas...@ya...> - 2004-09-13 08:56:45
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If you really need a complex GUI, an option that may be worth to consider i= s=20 to use any of the existing comercial gui libraries that have proven to work= =20 well and have nice tools to design the ui layout. For example, Qt4 provides= =20 different painter engines, one of them implemented using OpenGL. You can al= so=20 provide your own implementation of QPaintEngine using DirectX, you would ju= st=20 have to write some simple drawing routines. You would also have to implemen= t=20 a custom style engine so to adapt the ui to the look&feel of your game. http://doc.trolltech.com/4.0/qpaintengine.html http://doc.trolltech.com/4.0/qstyle.html =2D-=20 Ignacio Casta=F1o cas...@ya... On Saturday 28 August 2004 22:41, Tham wrote: > Hi, > > Probably this is an age old question. If so please point me to the correct > place if this topic is already discussed in great length. > > I would like to know what are the techniques and its pros/cons that are > used to produce complex in game GUI (such as those found in Star Wars > Galaxy) with trees, split panes, child windows etc. > > Will appreciate any ideas, urls, advice... > > Many thanks > tham |