libGDX Gui/Ui for game engine

Hey guys,

i’ve been trying to get some kind of ui going for a game engine i’m starting of in LibGDX and i’ve just been wondering how i can get the same effect as the mini- Windows in the Unity3d engine: like this

thanks

I don’t know exactly, but I think that swt/awt had something like that. It’s been a bit since I delved into those though…

I would use the awt gui on a heartbeat if i could somehow mix the two

What is a UI for a game engine? Do you mean a development environment? Because what you linked isn’t an engine of any sort. It’s a scene editor.

Mix awt and swt? No. I meant choose one. But if I were you, (I’ll assume that this is a big project) I would make my own UI. I would make a window class, text boxes, check boxes, text, and all of that. You can get a very neat look, since it is your look, not sun/oracle’s default look. If this is a small project though, I would just use awt, due to experience. But then again, Why would I remake unity, the engine I hate?

That is what i meant, i couldn’t get the correct term, thanks :).

I have thought about doing that but would probably end up being extremely inefficient and clunky

How? All it would take is rendering some boxes with text. Nothing is there that needs major efficiency. Unless you are making all of your windows on their own threads, I think you won’t have a problem. IMHO, this is the easiest time you can have in organization. It’s simple hierarchy. Window, sub window, and components. The best part is, the framerate doesn’t even need to be too big! Look at the framerate of some windows. I found this using fraps. You can just make the framerate very low, and it would’nt matter! 24fps is exceptable! Just don’t make inefficient equations. But then, would’nt you run into that same exact problem with awt or something?

I just want this engine to be amazing because i will probably be using it for all of the rest of my games. But i could give it a try. :stuck_out_tongue:

I would suggest that you actually make a library instead. But if you are making an engine, then make it look like you’re making it, not just using some other gui lib. If you are going to write an engine, and will use it for all of your games, put some time into it, be willing to remake the wheel, and make it your own. That way it looks like you made it. Also, I think that you should stick to code for a bit. Maybe use this as your ‘make a quick game because I am bored’ engine. If you are serious about a game (i.e. The next Minecraft caliber game), I think you should go line by line on the code, not use your engine, because unfortunately, unless you spend years making it, you can’t make a serious game out of it. Just keep working at it, while making a game. That is what I do. I am still using the same library that I made on my first project, a pong game. I still am constantly editing it, because I find that what I have down isn’t enough for my game. So I edit and edit until it can make a few games, and then use it!
EDIT:
Oh, and writing a GUI is not as hard as you think. Don’t worry. Just a lot of house-keeping chores…

First off, this GUI is not going to do anything for your engine. While you will use them together, they are 2 separate entities entirely. So, if you wanted, you could use AWT for your GUI, while keeping your engine OpenGL, if that’s what you are doing.

Second, ignore wesley. He doesn’t know what he’s talking about. Example A:

[quote]How? All it would take is rendering some boxes with text.
[/quote]
Anyway. As I said, you can build your front end with any GUI library you want, as it doesn’t have to directly interact with your engine. You just use the GUI to manage your engine related projects.

Well, you miss the point of his question. He just wants to know how to mimic the Ui of unity. And a good GUI can make all the difference in a tool. Would you want to use a Ui that I unorganized? You quickly would find yourself in a big tangled mess of checking boxes, deleting and adding, and wanting to ditch your project.
Don’t judge based on what he wants to do. He just wants to make his engine organized, and slick I use!

Ouch. :frowning: That hurts me in the heart man!
Also, how is that an example of how I don’t know what I’m talking about? Did you take that literally? In your terms, I think, I said that he has nothing to fear of efficiency, if all he needs is do display components on windows. Not THAT memory consuming, no? Or we’re you saying its harder than I put it? Because once you have the super classes down, you only have to define traits of each component, and then the rest is automated, assuming you made a flexible framework. Just a bit of time and effort is needed.

BTW:
That quote was also a hyperbole.

Anyway. As I said, you can build your front end with any GUI library you want, as it doesn’t have to directly interact with your engine. You just use the GUI to manage your engine related projects.
[/quote]
Although I do disagree with wesley’s comment, there’s no need to word it like that. Just point out what you think is wrong, and don’t look to start a fight.

Again, hyperbole. Meaning I am exaggerating. Really there is more than that going on, which I acknowledge. I merely was saying that you have no need to worry about efficiency if simple things are happening.
Oh, and thanks jimmt! :wink:

So, that sounds more offensive the second time I read it. My mistake. Seriously, though.“hyperbole” or not, (in my opinion, I guess) you are pretty off the mark.

Well, could you explain what was ‘off the mark?’ I wouldn’t want to keep thinking false thoughts, of course! :slight_smile:

14 posts and no one mentions scene2d. :o Just use scene2d.

Arggh Nate, I was scrolling and like “yes, yes, no one mention scene2d! I’ll break it” :stuck_out_tongue:

Read about scene2d/tablelayout and prepare some skin sprites for button, checkbox, etc. Done.

Perhaps since only 3 people were talking about the thread (excluding jimmt…)?