Anthony Salter has created another update to Planitia, his sorta-Populous non-clone. I can’t wait to try it out.
In the comments following the article, I found this exchange:
sol_hsa: I wonder if you used the IMGUI paradigm =)
Viridian: Why…yes! Yes, I did!
IMGUI paradigm, eh? I think I had heard about it (it’s not very new), but since I wasn’t dealing with GUIs at the time, I didn’t feel compelled to learn about it. Now that I’m focused on the GUI for Killer Kittens, it sounds like something to research!
One thing I found was a tutorial on the same site that explained how to do framerate independent movement to me. Sol on Immediate Mode GUIs (IMGUI) on Sol Tutorials offers a somewhat detailed tutorial. Casey Muratori or Molly Rocket created a video presentation on IMGUI back in 2005. And of course, I can command Google to bring me more information as I desire.
So rather than using the standard decoupled, event-driven GUI development model, IMGUI seems to promise ease of development without many disadvantages. Anyone else get good mileage out of IMGUI practices? I’m not so sure if I want to abandon Guichan just yet, but if IMGUI is as nice as people say, perhaps I might have to change my mind.










I was already using IMGUI before I knew it existed :). I think it flows naturally from the fact that every game uses a game loop. And it’s much easier to just check the action in the game loop itself rather than handle an event in a seperate function.
Left by Koen Witters on July 20th, 2007