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hugoamnov
searching Neon…
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Show HN: Two – Live Graphics Coding
(hugoam.github.io)
2 points
by
hugoamnov
7y ago
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0 comments
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Show HN: Your first game with Toy and Wren – Interactive online tutorial
(hugoam.github.io)
1 points
by
hugoamnov
8y ago
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0 comments
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by
hugoamnov
8y ago
I need to investigate this question :) For now, I just setup a Patreon, but in the future, I might think of a more clever business plan.
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by
hugoamnov
8y ago
The PBR pipeline of toy is not well optimized yet: I'll have more time to tackle this issue now that the heavy lifting work has been done ! Framerates are much better in the non-web version somehow: I suspect some unnecessary texture s
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hugoamnov
8y ago
Hi, the license is a temporary choice. I wish to release it under a permissive license in the future, I'd just like to secure a tiny bit of funding before that !
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hugoamnov
8y ago
It's thin in the way that all the goodies are in separate modules that you don't have to use, and also in the way that it still runs in the browser with all these goodies. But it's also not so thin, you are right :)
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Show HN: Toy – A thin C++ game engine
(hugoam.github.io)
180 points
by
hugoamnov
8y ago
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38 comments
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by
hugoamnov
8y ago
For those that might remember a UI library called kiui that I shared a few years ago: it is the UI module inside mud (and is still usable independently). It has also been completely revamped, and now follows an immediate/declarative pa
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Show HN: Mud – Components for rapid c++ Apps/Engines Development (live web demo)
(hugoam.github.io)
4 points
by
hugoamnov
8y ago
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1 comments
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Mud – c++ building blocks for rapid graphical apps development
(github.com)
3 points
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hugoamnov
8y ago
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0 comments
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by
hugoamnov
11y ago
One thing you misunderstood : You don't specify any absolute measurement when using kiUi from C++. The whole point is to get rid of them. They are calculated under the hood. The style gives the necessary hints. And this is done in a wa
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hugoamnov
11y ago
I'm interested to know more about your plans for a declarative model. I think many things in kiUi, especially the layout and style, can be seen as declarative, in a way. But the individual widgets and interaction between them are not.
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hugoamnov
11y ago
I have a simple answer but it may not suit you : After spending quite some time writing UI, I believe doing it in either XML or HTML is just pure madness. UI is a very complex structure with complex wiring and interactions between component
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hugoamnov
11y ago
You are somewhat right in that HTML and CSS heavily inspired what kiUi became. But there are two major concerns that are not adressed by your solution : - Embedding a whole browser in your app just to display a few widgets is not my definit
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hugoamnov
11y ago
Thank you. As to the draw calls, NanoVG draws everything directly each frame so this is constant whether or not you are updating. As to the overhead, not too long ago everything was updated each frame regardless of whether it was modified o
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hugoamnov
11y ago
If you want to strip it down, you can start by not compiling all the widgets you don't need as there are quite a lot of them. The renderer (glfw, NanoVG) takes about half of the dll size (~500kb) on windows.
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hugoamnov
11y ago
Issue seems to come from Emscripten https://github.com/kripken/emscripten/issues/3171
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hugoamnov
11y ago
It's great and I actually borrowed ideas from his examples. Immediate mode and retained mode UIs are entirely different beasts though, with different targets / use cases. Something like dockable windows would be much harder to i
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hugoamnov
11y ago
yup, fixed (non-native speaker here)
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hugoamnov
11y ago
one of the critical bugs I know of is in the multiline text, was that the culprit ?
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hugoamnov
11y ago
the input and scrolling is handled by GLFW, I'll look into the issue. also it's specific to the web version which is weird
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Show HN: kiUi – Lightweight auto-layout stylable UI toolkit
(novembermonk.github.io)
136 points
by
hugoamnov
11y ago
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39 comments