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by golergka
2612 days ago
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Every time a developer decries some abstractions and tools as unnecessary complicated and too "enterprise", it probably means he haven't encountered a problem that this solution was created to address. As a Unity developer, I love immediate mode GUI for debugging. But I would never in my right mind attempt to use it for actual in-game GUI. Project I'm working on right now is not incredibly complicated, it's just a typical mobile match3 game. But a typical screen here has: (1) background that has to be scaled over all screen, eveloping it around while keeping aspect ratio, (2) frame that has to be scaled to screen without keeping aspect ratio, (3) a "window" background that has to be scaled somewhat to screen (with margin), being enveloped by it, (4) interactive elements, that have to be scaled down from the "safe area" (so that there are no button under the iPhone bevel), (5) match3 game field that has to be scaled according to physical sizes of the screen, (6) pixel-perfect elements that have to be chosen according to pixel size of the screen (1x, 2x and 3x options) and scaled appropriately. So, no, immediate GUI is definitely not the solution here. |
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