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Game Interfaces

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  • C Offline
    C Offline
    cazador7907
    wrote on 5 Jan 2011, 01:06 last edited by
    #1

    In designing and building a game's interface, I am tending towards using openGL to build the interface and I wanted to get an idea from the folks here as what their preferences are for interface building?

    Thanks!

    Laurence -

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    • B Offline
      B Offline
      BlackDante
      wrote on 5 Jan 2011, 09:30 last edited by
      #2

      It is depends what type of game you are creating, if you creating a cRPG like a some of hack 'n slash games, you must think about players speeds of reaction, and if you creating a strategy game your interfece will be totally different.

      sorry for my broken english :)

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      • C Offline
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        cazador7907
        wrote on 5 Jan 2011, 16:25 last edited by
        #3

        The game that I have in mind will a simple (I hope) 2-D interface composed for five viewing areas.

        A central map area
        A ticker tape area to display stock prices
        A player statistics area to view the players vitals
        An actions area to view the actions that the computer players are taking.

        There will also be a number of dialogues that would be displayed to user for announcements and the like that would need to displayed as the turn progresses.

        Thoughts?

        Laurence -

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        • T Offline
          T Offline
          Taamalus
          wrote on 7 Jan 2011, 17:13 last edited by
          #4

          Try "IndieDB":http://www.indiedb.com/ here. This is where some game makers hang out, it might give you some good ideas.

          Not sure if I fully understand your question, I'm not clear about the definition of interface. If you refer to a game engine, then I think Irrlicht works extremely well for 2D as well a 3D. It has the GUI to do exactly what you want to do. - All am doing right now is a redo of Tetris for my phone. It needs only two paint controls, and three print out sections - Qt gives more than I need. The more I study Qt, the more realize how extensive their classes are.

          ... time waits for no one. - Henry

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          • T Offline
            T Offline
            Tpimp
            wrote on 20 Jan 2011, 10:56 last edited by
            #5

            Also some game engines have worked to integrate Qt as their 2D interfacing option. Check Delta3D. It's open source and free.

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            • W Offline
              W Offline
              webmaster.skelton
              wrote on 21 Jan 2011, 20:41 last edited by
              #6

              It depends upon how you will launch your game. If you want it to only reside on a windows(as DirectX is platform Dependant) based machine, then by all means use DirectX(and yes you can use it with Qt from what i understand, but you must override the Qt paint event to null in order to render properly), DirectX tends to be much easier to use than openGl, and by easier I simply mean you can do more in less lines of code generally. I have used both and it simply boils down to preference. If you use openGl, you do not have to do any workarounds, if you use DirectX to create the UI you do.

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