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I think this is actually something which Apple has done a fairly good job of. I remember even back in 2009 in the early iPhone days, the Cocoa API's were fairl
by skohan 6y ago
I think this is actually something which Apple has done a fairly good job of. I remember even back in 2009 in the early iPhone days, the Cocoa API's were fairly well designed in terms of letting you create responsive, non-blocking UIs on hardware an order of magnitude slower than what we have today.
Game engineers are wizards, but real general-purpose UI is a different problem than they are generally solving. A game UI is typically very limited in terms of what types of information has to be displayed and how. Many applications have to support what is essentially arbitrary 2D content which has to be laid out dynamically at runtime, and this is something different than the problems most games have to solve.
- hypertele-Xii 6y ago> Many applications have to support what is essentially arbitrary 2D content which has to be laid out dynamically at runtime, and this is something different than the problems most games have to solve. That sounds exactly like the problem most games have to solve. The age of fixed CPU speeds and screen resolutions is long gone. Games have to content with a plethora of dimensions along which to represent an interactive, dynamic, multimedia world.
- kaba0 6y agoI think OP meant it more in terms of layouting, like vbox can be inside a hbox which has also a text object, and every object can change sizes which will cause a recalculation in everything. It is surprisingly more expensive than the GPU accelerated rendering of many many triangles. Games are complex, but the dimensions question is trivial there.