#imgui search results
I'm very excited about C++26 reflection. However, people underestimate what you can achieve *today*! Inspired by @BarryRevzin's awesome "Practical Reflection" talk at @CppCon, I wrote automatic Dear #imgui generation for structs, including labels! (via Boost.PFR) #cpp #gamedev
Another beautiful way to represent data in #imgui in my game engine. It’s very helpful to be able to visualize low level rendering data like this. Thanks for this amazing library @ocornut This was built with ImGui and ImPlot Repo below. github.com/MrDrElliot/Lum…
Recently started using ImGui for creating editor widgets. It's so much more easier to use + performance is on a completely different level. #ImGui vs #Slate, for an asset picker slate is >5x slower compared to Imgui widget :( Slate idling at ~8ms on my system :p #UE5
Baudline didn't have a zoom feature so I made my own Plotter "thing" with #ImGui and #Vulkan to debug the C++ modem... input is via stdin... "Digital Phosphor" Techique... It also has one ''XY" Mode...
Ever need a profiler but don't want the hassle of a heavy framework? I wrote about a simple, hierarchical #ImGui profiler I created for my projects. It's thread-local, has minimal overhead, and only ~500 lines of C++. Check it out! 👇 vittorioromeo.com/index/blog/sfe… #cpp #gamedev
Spent some time adding Viewports support. I still prefer using native Unreal tabs for managing widgets but for things like popup and tooltips it does improve things a lot (no more clipping!) #ImGui #UE5
Today I ported rImGui to cimgui, so it's now possible to use raylib + cimgui in pure C (i.e. the beloved Dear ImGui with raylib in pure C). I'm going to clean up it tomorrow and then publish it. #raylib #ImGui
Tried hooking up Niagara data interfaces to #ImGui texture visualizer. Too much work to cleanup + properly support ^^' #UE5
Building an editor for my upcoming pathfinding extension for @defold using Defold :) #madewithdefold #defold #imgui
UNIGINE 2.19.1 adds ImGui integration samples, showcasing common use cases for Editor plugins, like spline editing, real-time component config, & more! #ImGui #UNIGINE
Tried writing a small #ImGui tool for visualizing generated shader code. Using AMD tools, can't really verify the shader on my Nvidia gpu :p (sort of looks ok) Plotting these diagrams is a pain ^^' #UE5
Spent some time adding drag drop support to #ImGui widgets. I didn't realize in unreal almost anything can be used as drag drop source, might be an easy/lazy way to reference actors and their components. #UE5
WIP de mi motor gráfico hecho utilizando #raylib como backend gráfico e #imgui como librería de interfaz. Hoy he terminado el sistema de jerarquía de entidades #floresta #mistral #vendaval
The db has also been rewritten, The architecture is constantly being improved, new updates ll be coming soon and thank you very much to all the followers особенно @coolerputt and also #ImGui developer (.ocornut). I hope I wonnt disappear and finish this project! 3/3
A little Winlose 95 + CIG update: larger text document can be displayed and scrolled (without wrapping nor editing) 🗒️ #cprogramming #imgui #raylib
Building an editor for my upcoming pathfinding extension for @defold using Defold :) #madewithdefold #defold #imgui
Another beautiful way to represent data in #imgui in my game engine. It’s very helpful to be able to visualize low level rendering data like this. Thanks for this amazing library @ocornut This was built with ImGui and ImPlot Repo below. github.com/MrDrElliot/Lum…
Soy yo, o esto empieza a tener un aspecto pro?... #VulkanAPI #imGui #EpsilonVerseEngine #CustomEngine
Ever need a profiler but don't want the hassle of a heavy framework? I wrote about a simple, hierarchical #ImGui profiler I created for my projects. It's thread-local, has minimal overhead, and only ~500 lines of C++. Check it out! 👇 vittorioromeo.com/index/blog/sfe… #cpp #gamedev
Spent some time adding Viewports support. I still prefer using native Unreal tabs for managing widgets but for things like popup and tooltips it does improve things a lot (no more clipping!) #ImGui #UE5
Built a simple Inventory Management System in C++ Started with console version Added UI using ImGui + GLFW Next: local data persistence → cloud sync with MongoDB 🔗 Project: lnkd.in/d8B9DxgR #Cplusplus #ImGui #GLFW #OpenGL #gamedeveloper
Spent some time adding drag drop support to #ImGui widgets. I didn't realize in unreal almost anything can be used as drag drop source, might be an easy/lazy way to reference actors and their components. #UE5
Un par más de controles añadidos para ver la capa y el nivel de mipmap de la textura :D #imgui #vulkanAPI #customEngine #EpsilonVerseEngine
Perfecto...Hay MUCHO trabajo en algo tan aparentemente simple... pero va muy bien :D #vulkanAPI #imgui #customEngine #epsilonVerseEngine
I'm very excited about C++26 reflection. However, people underestimate what you can achieve *today*! Inspired by @BarryRevzin's awesome "Practical Reflection" talk at @CppCon, I wrote automatic Dear #imgui generation for structs, including labels! (via Boost.PFR) #cpp #gamedev
I'm very excited about C++26 reflection. However, people underestimate what you can achieve *today*! Inspired by @BarryRevzin's awesome "Practical Reflection" talk at @CppCon, I wrote automatic Dear #imgui generation for structs, including labels! (via Boost.PFR) #cpp #gamedev
Using #ImGui with #SFML for creating awesome #GameDev tools by @EliasDaler eliasdaler.github.io/using-imgui-wi…
Experimenting with #ImGui + #Sokol libs to see what the #TIC80 (Pro/Studio) might look like in the future. cc: @ocornut @FlohOfWoe
Baudline didn't have a zoom feature so I made my own Plotter "thing" with #ImGui and #Vulkan to debug the C++ modem... input is via stdin... "Digital Phosphor" Techique... It also has one ''XY" Mode...
Backing to work. My goal is to have an usable editor until ludum dare #pixcof #love2d #imgui #gamedev
Finishing chapter 8 from "Windows Kernel Programming" by @zodiacon I started to learn about how to create a simple GUI with C++ using #ImGUI, I did some kind of stupid "process explorer" called "DoraeMon process monitor" xD
The #pico8 native map editor wasn't quite scaling to my needs, so I decided it was time to make some tooling for my engine. Now I can do more complicated maps quicker, without leaving PICO-8! (Buttons are from @tommulgrew's #IMGUI cart, which let me prototype way easier!)
Well…#Sony might’ve abandoned it but not us! #Imgui on the #PSVita !!. I can’t wait to render all kinda of stuff on this. #programmingisfun #PlayStation #portable
- Integrating @Balazs_Jako TextEditor on #pixcof - Forked love-imgui from @MikuAuahDark and updated to #imgui version 1.73 - Now using native Dock system #gamedev #indiedev #love2d #devtober
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