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> 3D CAD apps are among the most complex UIs that exist. I agree. > If you want to make a good one and you only have a small team, the framework had better do
by blt 2y ago
> 3D CAD apps are among the most complex UIs that exist.
I agree.
> If you want to make a good one and you only have a small team, the framework had better do a lot of heavy lifting!
I am skeptical that general-purpose UI frameworks can be a good long-term solution for 3D CAD. At times, a nice UX will need to think about many of the following at once:
- the parametric 3D model
- its mesh approximation
- its hidden-surface projection into lines and patches
- the pixels in the frame buffer
- UI widgets.
The frameworks make too many assumptions about information being easily partitioned and limited in size.
Maybe the frameworks will help for prototyping, but if the project grows, I expect at some point they will end up ditching frameworks for the core 3D viewport interactions, and have mostly their own code in between OpenGL (or similar) and mouse/keyboard events.
Frameworks for buttons, lists, etc. will probably be fine, but even those tend to be much more dynamic in 3D CAD than in average apps.
- spookie 2y agoThe only real solution is imgui
- virtualritz 2y agoYou meant egui. ;)
- prokoudine 2y agoAren't there Rust bindings to ImGui?
- virtualritz 2y agoThere are but as a user of both I would be really curious to hear a good reason to use imgui over egui when writing stuff in Rust and to use egui over imgui when writing stuff in C++. In general, egui IMHO has better ergonomics. Partly because of Rust and partly because it's newer.