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Gallery: Post your screenshots / code here (PART 19) #7503
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storymachine (https://www.trystorymachine.com) it pulls colors and fonts settings from the OS. its author chris wanted to share the code they use for OS X to pull that data: |
immedia Steve and alex is generated by the following code: ImMedia::VectorGraphics steve({ 8, 8 });
ImU32 steve_skin_col = IM_COL32(0xEF, 0xAE, 0x73, 0xFF);
ImU32 steve_hair_col = IM_COL32(0x59, 0x33, 0x14, 0xFF);
ImU32 steve_eyes_col = IM_COL32(0x6B, 0x4A, 0xA3, 0xFF);
ImU32 steve_nose_col = IM_COL32(0x94, 0x52, 0x3A, 0xFF);
ImU32 steve_mouse_col = IM_COL32(0xD7, 0x6F, 0x52, 0xFF);
ImU32 steve_beard_col = IM_COL32(0x59, 0x33, 0x14, 0xFF);
steve.AddRectFilled({ 0, 0 }, { 8, 8 }, steve_skin_col);
steve.AddRectFilled({ 0, 0 }, { 8, 2 }, steve_hair_col);
steve.AddRectFilled({ 0, 2 }, { 1, 3 }, steve_hair_col);
steve.AddRectFilled({ 7, 2 }, { 8, 3 }, steve_hair_col);
steve.AddRectFilled({ 1, 4 }, { 3, 5 }, IM_COL32_WHITE);
steve.AddRectFilled({ 5, 4 }, { 7, 5 }, IM_COL32_WHITE);
steve.AddRectFilled({ 2, 4 }, { 3, 5 }, steve_eyes_col);
steve.AddRectFilled({ 5, 4 }, { 6, 5 }, steve_eyes_col);
steve.AddRectFilled({ 3, 5 }, { 5, 6 }, steve_nose_col);
steve.AddRectFilled({ 3, 6 }, { 5, 7 }, steve_mouse_col);
steve.AddRectFilled({ 2, 6 }, { 3, 7 }, steve_beard_col);
steve.AddRectFilled({ 5, 6 }, { 6, 7 }, steve_beard_col);
steve.AddRectFilled({ 2, 7 }, { 6, 8 }, steve_beard_col);
ImMedia::VectorGraphics alex({8, 8});
ImU32 alex_skin_col = IM_COL32(0xFD, 0xDB, 0xA5, 0xFF);
ImU32 alex_hair_col = IM_COL32(0xF9, 0x9A, 0x25, 0xFF);
ImU32 alex_eyes_col = IM_COL32(0x3B, 0x72, 0x29, 0xFF);
ImU32 alex_mouse_col = IM_COL32(0xE3, 0x7C, 0x67, 0xFF);
alex.AddRectFilled({ 0, 0 }, { 8, 4 }, alex_hair_col);
alex.AddRectFilled({ 0, 4 }, { 8, 8 }, alex_skin_col);
alex.AddRectFilled({ 3, 3 }, { 7, 4 }, alex_skin_col);
alex.AddRectFilled({ 4, 2 }, { 6, 3 }, alex_skin_col);
alex.AddRectFilled({ 1, 4 }, { 3, 5 }, IM_COL32_WHITE);
alex.AddRectFilled({ 5, 4 }, { 7, 5 }, IM_COL32_WHITE);
alex.AddRectFilled({ 2, 4 }, { 3, 5 }, alex_eyes_col);
alex.AddRectFilled({ 5, 4 }, { 6, 5 }, alex_eyes_col);
alex.AddRectFilled({ 3, 6 }, { 5, 7 }, alex_mouse_col); |
I'm working on a project for exploring MAP-rules. It's been in the final stage of development, will go public very soon :) |
I write a code that simulates a CPU architecture for my students (for pedagogy only), and once the microcode table is filled with necessary signals, allows to create simple assembler code. Available here for now : |
lbm-imgui - an interactive fluid simulation toolbox. |
Hello, I ported python imgui bundle on jetson nano. Here is a guide I wrote. |
A game engine inspired by Quake that I've been working on for a couple years https://nuake.antopilo.dev |
Windows program that searches and downloads films |
Tug: GDB frontend made with Dear ImGui |
Here is my first application using ImGui, still learning a lot. It is a simple but efficient TIFF image viewer specially designed to allow instant display of massive images. My litttle toy application caches nothing at all, the complete range of tiles is loaded at each change, but it allows very fast checking of these files that are impossible to load using standard applications. The code is 100% ImGui, the selected tiles are added to the WindowDrawList with an AddImage,directly from libtiff RGBA format. I am not yet satisfied by the layout and widgets, maybe a range slider would be better to select starting tile x, y , width and Maybe a kind of xy slider widget would help (a rectangle in a rectangle, so that we can choose both x y from horizontal and vertical ranges at once. I also use ImPlot heatmaps to show the number of loads for each tile (and for all levels), it is mostly useless but looking nice ! (and you can actually draw with the sliders ;-) The code is at https://github.com/delhoume/qshowtiff. I have written a dedicated TIFF tile server https://github.com/delhoume/khufu and I think heatmaps will prove very useful when analysing logs, it will allow to spot areas most visited in very large images. So far I like very much ImGui for beeing so simple to start with, and for the large community around it. |
A WIP character animation editor Model is つみ式ミクさん |
UI for my custom 6502 emulator. The machine being simulated here is the 6502 computer from Ben Eater (https://eater.net/6502 / https://www.youtube.com/watch?v=XlbPnihCM0E ) |
Version 2.1 of UntitledGameSystemManager: a nice GUI frontend on top of the Incus system container manager. It allows for the following:
Under the hood, it uses a Golang library which communicates with Incus, using its native Golang API. The library exports C symbols for most interactions, which are consumed by the GUI, which is written in C++. Gentoo and Funtoo Linux users also have access to pre-made always-up-to-date packages :D |
Game UI component samples of the Nexus addon host for Guild Wars 2. |
UI for my project on scripting-based 3d printing software. Using ImGuiColorTextEdit and some customized widgets with basic ImGui assets. |
I ended up reusing some of the code from my source gameconsole replacement in a few other places. it got carried into several other gamedev projects big and small, eventually leading to the example shown here which I'm using currently anytime I need an in engine console. I'm pretty proud of how it turned out. it's a bit complex code wise but it works for what I need it to do. |
2024-06-08.23-11-26.mp4today on the imgui scratchpad, a custom titlebar! Done using SDL2 and ImGui for a project I started nearly 2 years ago and only continued recently. you can find the code for said project here: https://github.com/ashifolfi/lynx-animator there's even a macOS styled variant now. |
ImNES = NES Emulator + Rust + ImGui by @gordnzhou |
The in-game UI is made with ImGui as well: A little special something about it is that I am not rendering the in-game UI to a texture but directly render the vertex buffer in 3D space. The idea was to add effect like e.g lifting the text up on hover. But I never got around to do that. |
vīcĭus updater agent has a nice desktopey look and feel: I think when we provide better fonts and text functions most dear imgui apps will start looking better (here they are using imgui_md which provide some of this). |
(continuation from this last post: #6897 (comment)) An update of my toy DAW... |
The past year we've been creating audio plugins using Imgui for their interface. Our most extensive UI so far is M3NGLR, a multi-band "modular distortion" plugin: |
We used ImGui to create the in-game developer console for Extremely Powerful Capybaras. We use the C# bindings provided by uimgui to use it inside Unity. Love ImGui, thanks for the effort!! epc_dev_console_video.mp4 |
Announcing the release of WebGPU Shader Toy, a free tool that you can access in your browser. There is a video demonstrating several of the features This project is built using ImGui with a GLFW backend (+ new implementation) and a WebGPU renderer and compiled with emscripten. The editor panel (left side) is a ImGui / GLFW / canvas window This is made possible with emscripten-glfw and its support for multiple GLFW windows. The 2 different screenshots show the 2 layouts
Update 2024/08/01: With the release of ImGui 1.91.0, the source code for this project is now available. |
Openthesia: customizable midi visualization software kinda like Synthesia for Windows Openthesia.ImGui.mp4 |
https://github.com/baderouaich/Enigma Enigma, A Simple, Reliable and Efficient Encryption Tool |
FYI i have released Dear ImGui Multi-Context Compositor, a simple helper to facilitate displaying & interacting with multiple contexts simultaneously (e.g. update vs render domains contexts) |
splatviz by Florian-Barthel |
I ported Craft to the web and added maze generation with a simplistic GUI: I turned it into a web app https://jade-semifreddo-f24ef0.netlify.app/ and it has the ability to export the maze to Wavefront object file. Some notes about the web app: the maze is generated usually behind the default camera, and the page needs to reload to generate another maze. |
I took a swing at Wave Function Collapse. Once again Dear ImGui did heavy lifting by showing how internals does tick. Wfc.Demo.1.mp4 |
A synthesizer plugin I'm working on - https://sr.ht/~alien-brother/still. |
hey man, curious as to why you went with imgui over something like juce? I'm trying to get a clearer idea of what separates imgui from other toolkits. |
Ship of Harkinian | https://github.com/HarbourMasters/Shipwright |
Been using Dear ImGui for a few years now and it has made a huge difference to my semi-stalled DX11 game/rendering engine. With it I was able to build a large debug suite that allowed me to see "inside" the engine in real-time and nail down some hard to find issues/bugs. Screenshot shows a physics car class I built from scratch in a test application. Being able to tweak values in real-time just makes everything so much easier. Goblin 2D+ Engine. |
IKEA STRÅLA Editor (internal IKEA tool) |
Spotted at Microsoft |
4 months ago I made an unofficial Dear ImGui frontend for the Ladybird web browser. Repo: https://codeberg.org/ronak69/dear-ladybird |
Yet another flame graph. https://github.com/CheapMeow/SimpleImGuiFlameGraph There are already flame graph implementations. But I think that they lose the extensibility and simplicity. https://github.com/RudjiGames/rprof looks nice,. But it is complex. https://github.com/bwrsandman/imgui-flame-graph is simple. But it only measure fix type of events. So I code a widget that use scope timer to measure time, and use simple draw function to draw flame graph, which is less than 100 lines. |
gigi released by SEED/electronicarts |
Some stuff spotted at CEDEC conference: Legend of Zelda: Tears of the Kingdom Interestingly, what that specific slide is about: Nintendo use tools to track who placed certain objects in the world, in order to facilitate tracking/discussing intent among designers. It's essentially resurfacing information that would be also available in source control. But making info readily available in a prime location can make a great difference in a large team, for people to not step over each others blindly. Good gamedev sense IMHO. There are reports on some of those talks, but none covered the full talks, and it is all in Japanese so far: |
Also spotted in those HAVOC slides: |
To learn more about the ins and outs of ImGui backends I created this CPU only backed for linux using X11 and Blend2d Turns out ImGui is pretty fast even without GPU drawing |
Using ImGUI and a custom Lua wrapper to enable users to create their own custom GUI elements for the base game and it's modifications in the strategy game Medieval II: Total War |
I'm back at it with my ImGui-based Game UI for my voxel game - Voxelius This time the game features an almost-full fledged UI with the most recent addition being in-game chat! |
This is Part 19, I am splitting issues to reduce loading times and avoid github collapsing messages.
Browse all threads and find latest one to post to using the gallery label.
Also see: Software using dear imgui (you can help complete the list!)
You can post your screenshots here!
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