D GUI Framework (responsive grid teaser)

Ola Fosheim Grøstad ola.fosheim.grostad at gmail.com
Sun May 26 00:29:58 UTC 2019


On Saturday, 25 May 2019 at 23:23:31 UTC, Ethan wrote:
>> But you shouldn't design a UI framework like a game engine.
>
> Wrong. Game engines excel at laying out high-fidelity data in 
> sync with a monitor's default refresh rate.

You are confusing rendering engine with UI API.


>> A game engine is designed for full redraw on every frame.
> frame. A game engine will often include effects that get 
> rendered at half of the target framerate to save time.

You still do a full redraw of the framebuffer. Full frame. 
Meaning not just tiny small clip rectangles like on x-windows.

>> For instance, there is no spatial datatructure that is 
>> inherently better or more efficient than all other spatial 
>> datastructures.
>
> Wrong. Three- and four-dimensional vectors. We have hardware 
> registers to take advantage of them. Represent your object's 
> transformation with an object comprising a translation, a 
> quaternion rotation, and if you're feeling nice to your users a 
> scale vector.

Those are not spatial datastructures. (octrees, bsptrees etc are 
spatial datastructures)


> Really. Do tell me more. Actually, don't, because whatever you 
> say is going to be wrong and I'm not going to reply to it anyway

Good. Drink less, sleep more.



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