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ocornut

@ocornut@mastodon.gamedev.place

game programmer.
dear imgui / wonder boy: the dragon's trap / tearaway, dreams / pixeljunk shooter, 4am / soul bubbles

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ocornut, to random
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The stylish, unknown & extremely rare SEGA AI COMPUTER (1986) promised natural language processing and "artificial intelligence" via its Prolog interpreter.

We're making available today, for the first time ever: system roms, game cards, tapes recordings, scans, photos, MAME driver & more: https://smspower.org/SegaAI

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ocornut, to random
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I've recently lost my largest source of income allowing to work on Dear ImGui. It's a bit worrying but not short-term critical yet, as last years I've pushed hard to get other teams on board, contributing via various sponsoring, support contracts, test engine licenses etc.

I'm thankful to everyone who allowed keeping the lib permissive & open source for many years. I do 100% intend to keep it as such. If your team relies on it, consider reaching out to discuss ways of supporting the software.

ocornut, to random
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dear imgui 1.90 released!
https://github.com/ocornut/imgui/releases/tag/v1.90

resizable child windows, angled table headers, hundreds other fixes & improvements for separators, tooltips, drag and drop, tables, docking, menus, inputtext, fonts, backends, multiselect (wip branch), etc. (RT/boost appreciated 🙏)

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ocornut, to random
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Reminder that availability & porting of any open-source engine to consoles is only less evident because consoles manufacturers decided their API was sacred & unique & under NDA. First console manufacturer who opens up will see 100+ custom engines avail within a month.

ocornut, to random
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dear imgui 1.90.6 released

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ocornut, to random
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Dear ImGui 1.90.1 released!
https://github.com/ocornut/imgui/releases/tag/v1.90.1
30+ fixes/improvements & new debug break tools

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ocornut, to random
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dear imgui 1.90.7 released!
https://github.com/ocornut/imgui/releases/tag/v1.90.7

Shortcut(), SetNextItemShortcut(), input routing, osx mods remap & ctrl+left-click, misc fixes to child windows, table cell background override w/ scrolling & frozen rows, SDL3 wip backend etc.

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ocornut, to random
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"Cog", a set of debug tools for Unreal Engine:

Lately I've been increasingly hearing anecdotes of AAA devs writing Dear ImGui tools inside Unreal for some reasons...

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ocornut, to random
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Dear ImGui 1.90.4

  • fixed a sub-menu closing issue
  • fixed focus API from not working on _NoNavInputs windows
  • improvements/fixes to table angled headers
  • made DebugStartItemPicker() public API (<-- this is super useful)
  • some more things
    https://github.com/ocornut/imgui/releases/tag/v1.90.4

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ocornut, to random
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One of the guiding perf principle of Dear ImGui has always been that the average number of allocations per frame should be ~0.
Mostly allocate on growth frames (e.g. first time showing a new window, expanding contents), all amortized. Anything else is considered a bug.

(C++ is not a GC-ed language so it doesn't even matter as much as with a GC, but considering the software is meant to run on top of an already well stressed AAA engine, it seems like good hygiene to be always mindful of it.)

ocornut, to random
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If you want to use Dear ImGui from a language other than C++: consider using "Dear Bindings" by @shironekoben . It outputs metadata to automatize binding creation while preserving nice header files. e.g. its cimgui.h output has full comments like C++ version.

https://github.com/dearimgui/dear_bindings

Ideally all manually authored bindings should switch to use "Dear Bindings", which would allow users to trivially update and regenerate their bindings.

ocornut, to random
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ocornut, to random
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Dear ImGui 1.89.9 released!
https://github.com/ocornut/imgui/releases/tag/v1.89.9

  • general maintenance release, 20+ fixes/improvements.
  • mostly working on finishing new rangeselect/multiselect feature (currently in wip-branch, merged hopefully next release)

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ocornut, to random
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Turns out x86’s ”mov” instruction is turing complete and movfuscator can build a version of DOOM* entirely comprised of mov instructions:
https://github.com/xoreaxeaxeax/movfuscator/blob/master/validation/doom/README.md

(*Slight performance caveat applies)

ocornut, (edited ) to random
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dear imgui 1.90.5 released:

https://github.com/ocornut/imgui/releases/tag/v1.90.5 (fixed link)

ocornut, to random
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@juulcat @dougbinks While stumbling on a dear imgui in-game credits I alsosaw your names in Avatar: Frontiers of Pandora https://www.mobygames.com/person/863840/juliette-foucaut/

ocornut, to random
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Dear ImGui v1.89.6 released!
https://github.com/ocornut/imgui/releases/tag/v1.89.6

30+ small fixes and improvements. Fixes 1.89.4/5 platform-focus related regressions with multi-viewports. Improved gamepad/keyboard nav.

(Very engine-ey screenshots today. Screenshots credits:

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ocornut, to random
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Rhubarbs are starting to pop up again in local food markets, i made a tart!

ocornut, to random
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Dear ImGui users: I've finally reworked BeginChild() api to switch that annoying 'bool border = false' param to becomes flags (miraculously not API breaking!), and added various new features to child windows in the process, including manual resize, auto-resize etc. BeginChild("name", .., ImGuiChildFlags_ResizeX);

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ocornut, to random
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Two things I've done recently as part of work on upcoming multi-select API:
(1) proof-of-concept api for Explorer-style selection from character inputs.
(2) proof-of-concept api box-selection

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ocornut, to random
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Pushed current API for table angled headers to public branch:
https://github.com/ocornut/imgui/issues/6917

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ocornut, to random
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Dear ImGui 1.89.8 released!
https://github.com/ocornut/imgui/releases/tag/v1.89.8

  • general maintenance, 20+ fixes/small features
  • opt-in support for OpenType SVG emoji/colorful fonts via Freetype+lunasvg
  • (+ near finish-line tweaks to range-select branch before merging in 1.90)

In-game viewport bits of Remedy's Northlight Engine
Custom text editor by sakiodre

ocornut, to random
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Only took me 25-ish years, but I finally have complete copies of the 4 software Sega released for the rare SF-7000 system: Sega Writer, HuCAL, Sega Base and Sega Logo.

ocornut, to random
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Needed to rebuild an older game and thought I'd share the building steps/guide I wrote for future-myself in 2017: https://gist.github.com/ocornut/b991f2720e12720e6c7b0522a72aa023

In spite of efforts to make building code+data+packaging simple, it's easy to forget how to use a custom pipeline, so good to write some docs.

ocornut, to random
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(
screenshots credits:

  • embedded demo/debug window - large tiff viewer https://github.com/delhoume/qshowtiff
  • "a WIP character animation editor" github.com/slerpxcq/mma
  • "UI for my custom 6502 emulator" by @learn_more
    )
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