ocornut / imgui

Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies
MIT License
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Gallery: Post your screenshots / code here (PART 7) #1902

Open ocornut opened 6 years ago

ocornut commented 6 years ago

This is Part 7, 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!

aiekick commented 6 years ago

Another Soft for Create/Edit Shaders called NoodlesPlate. manipulate framebuffer/vertex/geometry/fragment in one file over glsl. Can import from Shadertoy, GlslSandbox, VertexShaderArt.

i have implemented many special widgets for uniforms, like checkbox, combobox, sliders all implmented over glsl :

example :

uniform float(maxpoints) uCountVertex; 
uniform mat4(camera:mvp:0.0,0.0:1.0:0.0,0.0,0.0) uCamera;
uniform vec2(buffer:0) uScreenSize;
uniform float(3.0:6.0:3.0) uSlider;
uniform float(0.0:360.0:57.6) uSlider1;
uniform float(0.0:360.0:0.0) uSlider2;
uniform float(time) uTime;
uniform sampler2D(radeau.jpg:true:true:clamp) pattern; // texture to ink
uniform float(checkbox) uCheck;
uniform int(combobox:shape1,shape2,shape3:0) uCombo;

give :

noodlesplate_msvc_release_2018-06-26_00-31-17

first with Torus Buld Shader by me : https://www.vertexshaderart.com/art/b2AspWSvDsXib8Kkc noodlesplate_msvc_release_2018-06-26_00-21-27

Second with Rock-Paper-Scissor-4D from Flexi : https://www.shadertoy.com/view/4sK3RD noodlesplate_msvc_release_2018-06-26_00-21-06

Third with Megawave 5 by me : https://www.shadertoy.com/view/Xl3SzH noodlesplate_msvc_release_2018-06-26_00-20-21

Last with Sub Earth Tunnel by me : https://www.shadertoy.com/view/lsyBR3 noodlesplate_msvc_release_2018-06-26_00-19-51

another with a developed menu item : noodlesplate_msvc_release_2018-06-26_00-33-20

sonoro1234 commented 6 years ago

a filebrowser lua filebrowser

with this script https://github.com/sonoro1234/LuaJIT-ImGui/blob/master_auto_implementations/examples/filebrowser_sample.lua

Not nice but useful and without extra imgui code!!

A plotter plotter

code https://github.com/sonoro1234/LuaJIT-ImGui/blob/master_auto_implementations/examples/plotter_sample.lua

ocornut commented 6 years ago

Timelapse View for HG (Mercurial) https://github.com/jschmidt42/timelapse

Show all file revisions in a time-browsable view (designed for Unity mercurial repos) Base all file revision on a common ancestor and sort them out intelligibly. etc.

41929826-5218af72-7947-11e8-99b3-a1a7aead9369

41929293-9d727810-7945-11e8-883b-74a848dd52bb

e3dos commented 6 years ago

A 3d modelling tool that uses physics with opengl 3dos

DrJedikiah commented 6 years ago

A cheat menu that I made for Counter Strike Global Offensive. Thanks for creating dear ImGui, it's easy to work edit and design uinterfaces. I made it like slide from right with timing and window pos, I wish there was an animation support. screenshot_1

edit: 5 dislike, csgo players :(

edit2: changed the color and added slider

screenshot_4

abdes commented 6 years ago

Template C++ cmake starter project for portable (linux, Windows, Mac) desktop app GUI featuring:

Updated (29/11/2018) with latest docking branch https://github.com/abdes/asap_app_imgui Still WIP, more enhancements to come...

screen shot 2018-11-29 at 9 44 37 pm
eetorres commented 6 years ago

I am porting my old atomic structure visualizer to ImGUI. So far it is looking promising, I hope I am doing things fine :) Thanks Ocornut and folks!

xmol_main_window_1

I forgot the link (LOL):

https://gitlab.com/eetorres/xmol

ghost commented 6 years ago

screen shot 2018-07-03 at 17 33 11

Inspired by @abdes, I made a minimal imgui-glfw template app. Just glfw and imgui with OpenGL3. This is for the ultra impatient developer (like myself :smile:)

https://github.com/urddru/imgui-glfw

crackedmind commented 6 years ago

Qt 3d Studio using imgui in runtime

http://code.qt.io/cgit/qt3dstudio/qt3d-runtime.git/tree/src/3rdparty/imgui

image

CallumDev commented 6 years ago

Model editor over at Librelancer screenshot_20180708_052145

brandonpelfrey commented 6 years ago

Built a number of tools with a friend on a Dreamcast emulator.

pen1 In-app disassembler, debugger, with breakpoints, stepping, register displays. There are also shortcut keys to immediately add a breakpoint, jump the CPU to a particular line of assembly, etc.

pen2 Custom logging with modules/levels which can be easily turned off/on. The log has an enormous scrollback, so we calculate the number of lines visible and draw only those relevant from the log.

pen3 Can view and dump textures which reside in VRAM, and also see the low-level details of some hardware registers. Not pictured: hovering over hardware registers shows a popup which shows an interpretation of each bit field (most HW registers pack multiple bits of info making it hard to interpret on their own, so the popup helps.)

I love ImGui :+1:

ice1000 commented 6 years ago

add_new_obj

Otse6olectric commented 6 years ago

Started using Intels RealSense camera this week and came across their c++ implementation of Viewer app (it uses ImGui). Intel RealSense, github link, Youtube example

screenshot 2018-07-27 13 05 19

dertseha commented 6 years ago

HackEd, a graphical editor for the old game System Shock (1994 and compatible) uses Dear ImGui! The editor is written in Go and I've written a dedicated wrapper for ImGui, since the "official" one uses the older API and appears broken/abandoned.

Here's a 4K screenshot with unscaled UI (there's an option to do that as well) to fit all the current windows: 4K glory

License info is in the About box - thank you very much for this library! I wouldn't have had a proper UI option in Go without it.

edit, adding color style (Go code copied verbatim):

    color := func(r, g, b byte, alpha float32) imgui.Vec4 {
        return imgui.Vec4{X: float32(r) / 255.0, Y: float32(g) / 255.0, Z: float32(b) / 255.0, W: alpha}
    }
    colorDoubleFull := func(alpha float32) imgui.Vec4 { return color(0xC4, 0x38, 0x9F, alpha) }
    colorDoubleDark := func(alpha float32) imgui.Vec4 { return color(0x31, 0x01, 0x38, alpha) }

    colorTripleFull := func(alpha float32) imgui.Vec4 { return color(0x21, 0xFF, 0x43, alpha) }
    colorTripleDark := func(alpha float32) imgui.Vec4 { return color(0x06, 0xCC, 0x94, alpha) }
    colorTripleLight := func(alpha float32) imgui.Vec4 { return color(0x51, 0x99, 0x58, alpha) }

    style := imgui.CurrentStyle()
    style.SetColor(imgui.StyleColorText, colorTripleFull(1.0))
    style.SetColor(imgui.StyleColorTextDisabled, colorTripleDark(1.0))

    style.SetColor(imgui.StyleColorWindowBg, colorDoubleDark(0.80))
    style.SetColor(imgui.StyleColorPopupBg, colorDoubleDark(0.75))

    style.SetColor(imgui.StyleColorTitleBgActive, colorTripleLight(1.0))
    style.SetColor(imgui.StyleColorFrameBg, colorTripleLight(0.54))

    style.SetColor(imgui.StyleColorFrameBgHovered, colorTripleDark(0.4))
    style.SetColor(imgui.StyleColorFrameBgActive, colorTripleDark(0.67))
    style.SetColor(imgui.StyleColorCheckMark, colorTripleDark(1.0))
    style.SetColor(imgui.StyleColorSliderGrabActive, colorTripleDark(1.0))
    style.SetColor(imgui.StyleColorButton, colorTripleDark(0.4))
    style.SetColor(imgui.StyleColorButtonHovered, colorTripleDark(1.0))
    style.SetColor(imgui.StyleColorHeader, colorTripleLight(0.70))
    style.SetColor(imgui.StyleColorHeaderHovered, colorTripleDark(0.8))
    style.SetColor(imgui.StyleColorHeaderActive, colorTripleDark(1.0))
    style.SetColor(imgui.StyleColorResizeGrip, colorTripleDark(0.25))
    style.SetColor(imgui.StyleColorResizeGripHovered, colorTripleDark(0.67))
    style.SetColor(imgui.StyleColorResizeGripActive, colorTripleDark(0.95))
    style.SetColor(imgui.StyleColorTextSelectedBg, colorTripleDark(0.35))

    style.SetColor(imgui.StyleColorSliderGrab, colorDoubleFull(1.0))
    style.SetColor(imgui.StyleColorButtonActive, colorDoubleFull(1.0))
    style.SetColor(imgui.StyleColorSeparatorHovered, colorDoubleFull(0.78))
    style.SetColor(imgui.StyleColorSeparatorActive, colorTripleLight(1.0))
BrunoLevy commented 6 years ago

graphite_font_awesome Graphite 3, upcoming version 1.6.7 with ImGui 1.62 and FontAwesome icons.

oxysoft commented 6 years ago

We are using Unity for our JRPG, but the battles were tough to debug and understand, so we wrote a debugger using IMGUICS (IMGUI for C# with SDL) which the game connects to.

image

I can hover on messages to reveal which dispatcher it was sent from. I was impressed by the ease at which I could simply render shapes (lines, boxes, circles, etc.) and setup configuration for my elements. The whole tool was made in 1 day!

image

I will definitely reuse IMGUI in the future, very fast development tool. BTW imguics is quite a bit behind so I don't know if that exists in the latest C++ version, but it would be nice if we could draw without a window. I had to do a hack for this and have one window maximized at all time, talking up the full space. I draw everything with the draw list, except for the config panel.

ice1000 commented 6 years ago

@dertseha Could you please share your color style?

dertseha commented 6 years ago

@ice1000 code added to my post. I've selected the colors with the help of the Adobe Color Wheel (Compund mode).

ice1000 commented 6 years ago

@dertseha Thank you that really helps 😄

Rewritten in C++ (used a code generator written in Go):

style->Colors[Text] = {0.13f, 1.00f, 0.26f, 1.00f}
style->Colors[TextDisabled] = {0.02f, 0.80f, 0.58f, 1.00f}
style->Colors[WindowBg] = {0.19f, 0.00f, 0.22f, 0.80f}
style->Colors[PopupBg] = {0.19f, 0.00f, 0.22f, 0.75f}
style->Colors[TitleBgActive] = {0.32f, 0.60f, 0.35f, 1.00f}
style->Colors[FrameBg] = {0.32f, 0.60f, 0.35f, 0.54f}
style->Colors[FrameBgHovered] = {0.02f, 0.80f, 0.58f, 0.40f}
style->Colors[FrameBgActive] = {0.02f, 0.80f, 0.58f, 0.67f}
style->Colors[CheckMark] = {0.02f, 0.80f, 0.58f, 1.00f}
style->Colors[SliderGrabActive] = {0.02f, 0.80f, 0.58f, 1.00f}
style->Colors[Button] = {0.02f, 0.80f, 0.58f, 0.40f}
style->Colors[ButtonHovered] = {0.02f, 0.80f, 0.58f, 1.00f}
style->Colors[Header] = {0.32f, 0.60f, 0.35f, 0.70f}
style->Colors[HeaderHovered] = {0.02f, 0.80f, 0.58f, 0.80f}
style->Colors[HeaderActive] = {0.02f, 0.80f, 0.58f, 1.00f}
style->Colors[ResizeGrip] = {0.02f, 0.80f, 0.58f, 0.25f}
style->Colors[ResizeGripHovered] = {0.02f, 0.80f, 0.58f, 0.67f}
style->Colors[ResizeGripActive] = {0.02f, 0.80f, 0.58f, 0.95f}
style->Colors[TextSelectedBg] = {0.02f, 0.80f, 0.58f, 0.35f}
style->Colors[SliderGrab] = {0.77f, 0.22f, 0.62f, 1.00f}
style->Colors[ButtonActive] = {0.77f, 0.22f, 0.62f, 1.00f}
style->Colors[SeparatorHovered] = {0.77f, 0.22f, 0.62f, 0.78f}
style->Colors[SeparatorActive] = {0.32f, 0.60f, 0.35f, 1.00f}

For old C++ standards

colors[Text] = ImVec4(0.13f, 1.00f, 0.26f, 1.00f)
colors[TextDisabled] = ImVec4(0.02f, 0.80f, 0.58f, 1.00f)
colors[WindowBg] = ImVec4(0.19f, 0.00f, 0.22f, 0.80f)
colors[PopupBg] = ImVec4(0.19f, 0.00f, 0.22f, 0.75f)
colors[TitleBgActive] = ImVec4(0.32f, 0.60f, 0.35f, 1.00f)
colors[FrameBg] = ImVec4(0.32f, 0.60f, 0.35f, 0.54f)
colors[FrameBgHovered] = ImVec4(0.02f, 0.80f, 0.58f, 0.40f)
colors[FrameBgActive] = ImVec4(0.02f, 0.80f, 0.58f, 0.67f)
colors[CheckMark] = ImVec4(0.02f, 0.80f, 0.58f, 1.00f)
colors[SliderGrabActive] = ImVec4(0.02f, 0.80f, 0.58f, 1.00f)
colors[Button] = ImVec4(0.02f, 0.80f, 0.58f, 0.40f)
colors[ButtonHovered] = ImVec4(0.02f, 0.80f, 0.58f, 1.00f)
colors[Header] = ImVec4(0.32f, 0.60f, 0.35f, 0.70f)
colors[HeaderHovered] = ImVec4(0.02f, 0.80f, 0.58f, 0.80f)
colors[HeaderActive] = ImVec4(0.02f, 0.80f, 0.58f, 1.00f)
colors[ResizeGrip] = ImVec4(0.02f, 0.80f, 0.58f, 0.25f)
colors[ResizeGripHovered] = ImVec4(0.02f, 0.80f, 0.58f, 0.67f)
colors[ResizeGripActive] = ImVec4(0.02f, 0.80f, 0.58f, 0.95f)
colors[TextSelectedBg] = ImVec4(0.02f, 0.80f, 0.58f, 0.35f)
colors[SliderGrab] = ImVec4(0.77f, 0.22f, 0.62f, 1.00f)
colors[ButtonActive] = ImVec4(0.77f, 0.22f, 0.62f, 1.00f)
colors[SeparatorHovered] = ImVec4(0.77f, 0.22f, 0.62f, 0.78f)
colors[SeparatorActive] = ImVec4(0.32f, 0.60f, 0.35f, 1.00f)
ocornut commented 6 years ago

From 22 Racing Series (by GOATi) http://22series.com/ 22 racing series

From Onrush (by Codemasters) http://www.codemasters.com/game/onrush/ onrush 01

JSandusky commented 6 years ago

Fairly extensive multi-document editor:

blocks_2018-08-15_22-04-46 blocks_2018-08-15_22-48-55

Custom widgets for the bitmasks, counter popup-button at the top-left (which indicates number of open documents and is red if any are dirty), colored vector editors (variation of DragFloatN to include colors and allow vertical placement and offset the embedded editor so the color doesn't overlap), Photoshop style FB/BG brush swatches for paint mode, photoshop style brush-stroke render, thumbnails come from OS interface, and always expanded section headers (no chevron drawn).

Because color is used so extensively I tweaked text drawing to include Quake3 style escape codes for the colors of interest. History and Log in particular use so much color that push/pop styling was becoming a time-sink for both, history uses color to denote an addition (green), edit (yellow), and removal (red) - while logging uses 8 colors (magenta, red, orange, white and dimmed versions) for 4 log-levels (info, warning, error, debug) because messages can be optionally snuffed to reduce their visual impact in the log.

Popups and modals are everywhere, for that I run a task at the end of the main GUI that runs a bunch of lambdas based on what's stored and the general nature of those (is it modal? is it a non-modal tool? etc). Doing that alleviates the pain in dealing with ImGui popups.

Only real regrets have been using Nem's docking and ImGuizmo. ImGuizmo was stripped out but I still haven't gotten around to ditching Nem's docking - specific issues are that nem's dock doesn't deal with ephemeral docks very well, tweaks to Nem's dock include caching sizes so that double-clicking a sash can collapse/restore in a fashion that favors the main no-tabs allowed view and making ephemeral docks a bit less of a problem (they still gut everything).


I've written pretty much the same program in QT and MFC, the ImGui version is massively slower but also massively easier to try things out in and work with in general. The MFC version is development hell but lightning fast, while the QT version just plain sucks - it's fast in release but so stupid slow in debug that it's unusable ... waiting 5 minutes to see the results of a button click.

ocornut commented 6 years ago

Thanks for your screenshots and detailed feedback @JSandusky.

History and Log in particular use so much color that push/pop styling was becoming a time-sink for both,

Do you mean a programming-time sink or runtime time-sink?

Popups and modals are everywhere, for that I run a task at the end of the main GUI that runs a bunch of lambdas based on what's stored and the general nature of those (is it modal? is it a non-modal tool? etc). Doing that alleviates the pain in dealing with ImGui popups.

Could you elaborate this? (feel free to open a new topic to discuss this).

That double-clicking a sash can collapse/restore in a fashion that favors the main no-tabs allowed view and making ephemeral docks a bit less of a problem

Your feedback on the Docking V2 will be useful. I'm adding a note to allow collapsing a docked tab-bar, that'll be a useful thing.

I've written pretty much the same program in QT and MFC, the ImGui version is massively slower but also massively easier to try things out in and work with in general. The MFC version is development hell but lightning fast, while the QT version just plain sucks - it's fast in release but so stupid slow in debug that it's unusable ... waiting 5 minutes to see the results of a button click.

Could you elaborate on performance? (Also don't hesitate open a new thread if you have a detailed report).

I think we should aim for <1 ms at all time. aside from the rounded shapes optimization there are a couple of important optimizations to be made such as variable frequency refresh rate on a per-window basis (e.g. windows that are not hovered can lower their refresh rate and we can load balance among them), and removing all the unnecessary Float4>ImU32 conversions.

armadillu commented 6 years ago

screen shot 2018-08-16 at 19 24 15

screen shot 2018-08-16 at 19 24 42

Very custom hybrid particle system / Timeline desktop software for an undisclosed client (while working for Local Projects). All running on top of OpenFrameworks. I'm combining ImGui with our custom scenegraph (the timeline part is written using our scenegraph). Very happy I chose ImGui!

Edit: You can now read more about it here https://uri.cat/projects/patterns-of-life-metlife/

JSandusky commented 6 years ago

Sorry, it's a crazy season over here in the land of slaughter.

Do you mean a programming-time sink or runtime time-sink?

Programming time, I was rushing as I spat that out so a lot of it came as I really didn't actually want it to. Things got convoluted fast with color switching between items. I used fonts for icons, but they just didn't cut it. The logic conditional cases just became far too insane to cope with.

REGARDING POPUPS: Could you elaborate this? (feel free to open a new topic to discuss this).

You're overthinking it. Just a struct with a few std::function and some extra definitions. The point of it is to fully manage popup behaviour so that all flyouts vanish when a modal appears, dealing with them at the tail via a push methodology is about rectifying purpose.

Externalizing popups also makes my life a lot easier with keybindings.


I'll raise a perf-thread independently, but in the case of the screenshots it's the tree and log eating performance. By Massively I mean between twice and thrice - nothing as insane as an order of magnitude.

So much of that hit is just the reality of touching that much data every single frame. The log alone takes 3 milliseconds in a release build.

If you demanded a pin right now, I'd say that I'm burning too much data every frame.

ocornut commented 6 years ago

@JSandusky

I'll raise a perf-thread independently, but in the case of the screenshots it's the tree and log eating performance. By Massively I mean between twice and thrice - nothing as insane as an order of magnitude. So much of that hit is just the reality of touching that much data every single frame. The log alone takes 3 milliseconds in a release build.

Clipping primitives should be used to avoid touching the data at all. And probably that sort of clipping pattern should be improved and simplified, but 3 ms is absolutely not acceptable for a log window, so this would be an interesting use case to look at and discuss!

BrunoLevy commented 6 years ago

image

Experimental Android binding, works with fingers, stylus, bluetooth mouse, virtual keyboard and bluetooth keyboard. ImGui1.62. Now porting to ImGui1.63 (will be even easier with new OpenGL3 binding).

Download sources (full functioning Android app): https://members.loria.fr/blevy/files/ImguiAndroid.tar.gz Compiled Android app: https://members.loria.fr/blevy/files/ImguiDemo.apk

ocornut commented 6 years ago

A crowded shot from the game Barbearian ("fast-paced hack'n'slash") homepage / steam / ios barbearian

djdeath commented 6 years ago

Aubinator viewer, a tool to debug Intel GPU instruction dumps (available in Mesa ) : screenshot from 2018-09-14 12-23-09

CedricGuillemet commented 6 years ago

Imogen, a GPU (glsl) procedural texture editor/generator with PBR preview. WIP. Image of imogen Image of imogen

open source project hosted here : https://github.com/CedricGuillemet/Imogen

slomp commented 6 years ago

An embeddable, visual debugging tool for Halide: https://github.com/halide/visual_debugger

JWki commented 6 years ago

image

A simple editor for brush-based level geometry. The new docking has been a godsend for this. Uses a few simple auto-layouts on top of the main API, such as dynamic grids and rows (toolbox and top row of foo controls). Not fully realized yet so wrapping is a bit too conservative at times.

ocornut commented 6 years ago

Another use of the Docking Branch by @rokups:

kd29jbn

samhocevar commented 6 years ago

Here’s the new docking system in action in my personal project (a PICO-8 emulator and IDE):

zepto8

ocornut commented 6 years ago

@samhocevar

Here’s the new docking system in action in my personal project (a PICO-8 emulator and IDE):

Wow, very unexpected and cool usage!

( It's not officially supported/documented, but for some border size you can use >1 sizes (will standardize that better with styling v2. right now there will probably be some overlapping/transparency issues which may or not affect you). You could also render everything to an actual low-resolution framebuffer if you wanted one-chunky-pixel separators.

Down the line I would like to bake common font-sized shapes (cross button, collapse button etc.) into the texture atlas so we could image a way to override them manually and render own custom pixilated version of those. )

samhocevar commented 6 years ago

It's not officially supported/documented, but for some border size you can use >1 sizes (will standardize that better with styling v2. right now there will probably be some overlapping/transparency issues which may or not affect you). You could also render everything to an actual low-resolution framebuffer if you wanted one-chunky-pixel separators.

Yeah, I think I’m already overriding every border size I can. My problem is that I want the best of both worlds: a chunky font but pixel-perfect element positioning :-) I will probably maintain a personal fork if I can’t get exactly that…

ibachar commented 6 years ago

The new docking branch being used in my hobby game engine (currently working on a shmup) image

ggerganov commented 6 years ago

A small tool for sending/receiving data over sound. The GUI is used to display the real-time captured audio spectrum and configure the transmission parameters:

screenshot0

Code: https://github.com/ggerganov/wave-gui

nem0 commented 6 years ago

Profiler UI image

ocornut commented 5 years ago

@codz01 For style best to post them here #707 will try to gather them there for reference before the style system gets reworked.

Two shots:

@r-lyeh

I was giving imgui some stress test (sorry! :) with most of widgets in the Wiki

(this is actually a shot from a bug report, will look into it! but it's nice! also interested in stress test as I will be trying to use automation to create performance tests and tackle and worst offenders) 47254043-53a1ea00-d45c-11e8-97c9-335de68c5ee7

Imogen 0.4 (GPU Texture Generator) https://github.com/CedricGuillemet/Imogen This is from an upcoming version that will use docking imogen

codz01 commented 5 years ago

didn't see #707 befor ;)

ghost commented 5 years ago

I just stumbled on a talk where a guy has implemented a C++ REPL and is using imgui for the editors and debugging: https://www.youtube.com/watch?v=UEuA0yuw_O0

On a slightly different topic: I am currently using Unity for a game, however I am not coding in C# since my game is written in C++. For this to work I have written a bridge which allows C# and C++ code (especially with regards to the Unity API) to call each other. Right now I am experiment with hooking the renderer which is exposed in Unity for customization and I might be able to inject imgui in Unity itself which will be really useful. If I happen to be successful I will report with some screenshots.

lmariscal commented 5 years ago

I just stumbled on a talk where a guy has implemented a C++ REPL and is using imgui for the editors and debugging: youtube.com/watch?v=UEuA0yuw_O0

On a slightly different topic: I am currently using Unity for a game, however I am not coding in C# since my game is written in C++. For this to work I have written a bridge which allows C# and C++ code (especially with regards to the Unity API) to call each other. Right now I am experiment with hooking the renderer which is exposed in Unity for customization and I might be able to inject imgui in Unity itself which will be really useful. If I happen to be successful I will report with some screenshots.

Wanted to add that it has a repo: onqtam/rcrl rcrl

ocornut commented 5 years ago

Super Crush KO (http://www.vertexpop.com/supercrushko/) by Vertex Pop

super crush ko - 01 super crush ko - 02 super crush ko - 03 super crush ko - 04

ocornut commented 5 years ago

glSChAoP (?) by @BrutPitt 48118526-d3a5bd80-e26c-11e8-8078-9e48abb2ae69

TimeLord timelord

Gridlock in-game editor by @david20321 https://david20321.itch.io/gridlock gridlock_7dfps

Sword of Calengal swords of calengal

Alzathar commented 5 years ago

From a video on Twitter by @SebHillaire. I especially like the GPU performance window. EDIT: founded on GitHub in the project Dx11Base! image

abdes commented 5 years ago

My cmake c++ starter project for ImGui updated with the latest docking branch. Amazing job done by @ocornut to make it so easy to migrate to the new docking system. Looking forward to the release.

All source code and documentation for using the starter project at https://github.com/abdes/asap_app_imgui

screen shot 2018-11-29 at 9 44 37 pm
PcChip commented 5 years ago

fun little hobby project I'm working on

OpenGL with GLFW, Bullet Physics, Assimp, Soloud, Dear Imgui

imgui_demo

flamendless commented 5 years ago

Hi, this is my first time making something with C/C++, using Dear ImGui is really awesome! Here's my Geo::Math software linux3

floooh commented 5 years ago

8-bit emulator debugging UI running in browser via WebAssembly for various 80's home computer systems, everything updated at 60fps :)

https://floooh.github.io/tiny8bit/

screen shot 2018-12-18 at 7 34 02 pm
JettMonstersGoBoom commented 5 years ago

Had a little fun making a C64 theme for ImGui.

C64 Theme

Font from this set

Gist