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.
More information about the Digitalmars-d-announce
mailing list