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[suggestion] - UI library/support #9

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@girng

this project is amazing. and reading the blog was incredible.

i grew up coding vbulletin and forum mods, so not really versed in C and lower level programming languages. i've been fiddling around with this all week and have been loving it. the performance is also pretty nuts, especially with the collision checks and projectile spam.

only thing i wish we had, was some kind of UI/control system similar to Godot. i use a modified godot 2.1 client (3d is stripped and it's just 2d), and i swear, if i could just layer godot's UI and use high_impact for rendering the game world, it would be heaven.

i'm just not sure the best way to go about that. it might easier to just add in high_impact on a base godot client instead, or use high_impact as a base, and just add in godot's UI layer on top? in either way, seems like a sh*t ton of work and kind of niche right now because godot 2.1 isn't really used.

in any event, i think some kind of UI class/library would be a cool addition to this project. we could add imgui support perhaps, but i still think godot's UI classes are far better for game dev (like richtextlabel for chat/item linking)

if Dominic could setup a UI layer and we can just supply/create our own .c files for the custom UI code. label.c, richtextlabel.c, etc. that would be cool too.

just food for thought! heck, maybe even some kind of weltmeister_ui.html editor. we can create/edit UI elements with all the html5 elements, but then it exports it out to a .c file, but using native windows UI. similar to what Construct Classic did LOL, but i don't really think that would be a good idea. cross platform and connecting events with the UI would be a PITA. i think having the engine's own UI classes would be ideal.

just throwing out ideas!! <3

edit: after re-reading this. perhaps a high_impact-ui repo, and we can house cool UI classes there to be used for the engine? just thinking off the top of my head, not sure

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