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by ocornut
889 days ago
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> it even has an option to limit the FPS, which solves the CPU load a bit, but at the same time results in sluggish input because the event handling is tied to the drawing frequency. It seems like an issue of how it is implemented. I think Tracy does it well.
It's party my fault since Dear ImGui lib and backends currently doesn't have an "official" way to tackle this, so everyone does their own sauce and it's easy to make a mistake. But I have zero doubt it is doable. > I don't see what these tools would lose by using a proper GUI. What they would lose is that they wouldn't exist in the first place or wouldn't be as full-featured. I'm surprised this is so hard to comprehend? In spite of its shortcomings, software like Dear ImGui is an enabler to make things exists and happen. |
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These are some pretty bold statements.
* "They wouldn't exist in the first place" implies that ImGui was the primary reason and foundation for creating these programs. As if using the traditional retained mode GUI is so unbearable that without ImGui the authors would have abandoned the idea of creating these tools in the first place.
* "Or wouldn't be as full-featured" implies that ImGui is either more full-featured or (if you meant time) is faster to develop with compared to a traditional retained mode GUI.
> I'm surprised this is so hard to comprehend?
Well, I'm surprised that some people keep presenting the immediate mode GUI as the silver-bullet alternative to the traditional GUI. Don't get me wrong: I understand that IMGUI is a great tool if you need to quickly add a throway GUI to a game, but otherwise there is a price to pay, both by the developer and the end user.