GUI using Scene Objects
by Nikos Beck · in Torque Game Builder · 08/15/2007 (6:31 am) · 4 replies
This topic came up in this thread about widescreen resolutions:
www.garagegames.com/mg/forums/result.thread.php?qt=65373
Has anyone written their own GUI using scene objects? What kinds of issues come up?
I've started and I have a couple of widgets working. They are a lot nicer to work with than the regular GUI. I can mix widgets and game objects on the screen at the same time. I like this approach a lot.
www.garagegames.com/mg/forums/result.thread.php?qt=65373
Has anyone written their own GUI using scene objects? What kinds of issues come up?
I've started and I have a couple of widgets working. They are a lot nicer to work with than the regular GUI. I can mix widgets and game objects on the screen at the same time. I like this approach a lot.
About the author
#2
08/15/2007 (9:27 am)
I made my RPG battle menu and RPG dialog out of sceneObjects. You can see it in my blog or in the Show Off forum. They work really well, and I feel like I have more control because they are..sceneObjects instead of TGE style GUIs. I also fade them smoothly and do other effects that probably aren't possible with the TGE GUIs. So I would highly recommend doing this for most game GUIs. I wish someone would make a GUI widget behavior pack...I'd buy it in a heartbeat.
#3
Pop-up dialogs are more implementation hassle to set up as sceneobjects, especially those with text-entry fields. One thing that helps is to use multiple scenewindows layered over each-other - this avoids having to counterscale for the camera, and makes it easy to clean up all the objects at once.
08/15/2007 (12:49 pm)
I've implemented sceneobject buttons, and those are very handy, as the range of possible effects is much wider. Text-boxes can be implemented this way as well, but I've found t2dTextObjects don't always alias the text well, especially at small font sizes. Pop-up dialogs are more implementation hassle to set up as sceneobjects, especially those with text-entry fields. One thing that helps is to use multiple scenewindows layered over each-other - this avoids having to counterscale for the camera, and makes it easy to clean up all the objects at once.
#4
08/20/2007 (10:37 am)
I didn't realize that scene object-based GUIs were widely used.
Torque Owner Isaac Barbosa
IQ Games