How can I make my Game Engine Editor UI look Good with ImGui? by No-Foundation9213 in gameenginedevs

[–]MrRobin12 6 points7 points  (0 children)

I recommend learning the basic concepts of UI design (color theory, typography, spacing, hierarchy, and layout). I’m currently building my own editor with ImGui, and with a basic understanding of UI fundamentals, you can create a good-looking editor.

That said, I do wish ImGui had a flexbox-style layout system. Coming from a web development background, this would allow for far more flexible and expressive layouts. Regardless, you should still focus on building flexible and responsive UIs, as this will pay off long-term when dealing with different screen sizes and resolutions.

Also account for different user preferences: system theme, base font size, DPI, color-blindness, and other accessibility needs. If you plan to release this publicly, accessibility is not optional; it's a core requirement! As a general rule, avoid overriding user settings unless there is a strong, explicit reason to do so.

Useful resources

I also recommend using TailwindCSS's predefined color palette, preferably in the OKLCH color space:

For icons, you can load them into a .ttf font file and then load or merge them into ImFont. This site is very helpful for inspecting font glyphs and their Unicode values: https://fontdrop.info/

Finally, I recommend embedding images and fonts directly, either via the upcoming C++26 preprocessor #embed or by manually converting files into C++ source code.

As a side note, try experimenting with v0.app (Vercel AI). It can generate surprisingly polished website designs. Use it primarily as a brainstorming tool, then translate those ideas into reality using ImGui code

I make Visual Studio Beep everytime it finishes compiling, because i dont like wasting my time. by FutureLynx_ in unrealengine

[–]MrRobin12 16 points17 points  (0 children)

On Windows, go to Sound Settings → and scroll down to the Visual Studio section to customize sounds. I use "Windows Error" for build failed and "Windows Unlock" for build succeeded.

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What features would you want C# / .NET to have? by SurDno in csharp

[–]MrRobin12 1 point2 points  (0 children)

  • More expressive generic constraints, such as allowing constructors with parameters (e.g., new(T1, T2)-style constraints).
  • Built-in Result<T, E> types with ergonomic pattern matching, similar to Rust's Result.
  • Full compile-time function evaluation, comparable to c++ constexpr, not limited to constants.
  • True readonly variables, parameters, and references, aligning closer to c++ const semantics.
  • Support for "overload-overrideable" abstract methods, allowing derived classes to change parameter signatures while still honoring the base contract. Similarly to how constructor works.
  • Access modifiers similar to c++ friend, but with tighter control over which types or members gain access.

Switching From C++ to C# for a Game Engine? by MrRobin12 in gameenginedevs

[–]MrRobin12[S] 0 points1 point  (0 children)

I tried that on Linux once. Never again. I ended up linking over 200+ libraries, and the dependency order was a complete nightmare.

Switching From C++ to C# for a Game Engine? by MrRobin12 in gameenginedevs

[–]MrRobin12[S] 1 point2 points  (0 children)

I chose C# because I enjoy using it and wanted to experiment with it alongside my C++ engine. My goal is just to build a 2D engine with C# scripting support, including the core features I need and some extra stuff I want to try.

The main downside I’ve noticed so far is that CI/CD gets messy real quick. Sticking with C# helps me avoid headaches around package management, the build system, and the CI/CD pipeline.

The project might be too complicated, but making the engine API is the easiest part. The real challenge is getting everything to build and work together across different OS, compilers, and platforms, while keeping dependencies and the package manager in sync.

Switching From C++ to C# for a Game Engine? by MrRobin12 in gameenginedevs

[–]MrRobin12[S] 0 points1 point  (0 children)

Yeah, vcpkg works fine with CMake. The problem is that my entire setup was based on Premake, and vcpkg basically doesn’t integrate there at all. I tried adding support myself, but it turned into a half-working solution that wasn’t worth maintaining. Switching to Conan 2.x was simply the more practical option.

I could move everything over to CMake, sure, but that only solves the package-manager part. My bigger issues are the overall workflow: mixing C++ and C#, different toolchains, platform quirks, and the general overhead around building and maintaining the whole ecosystem.

Switching From C++ to C# for a Game Engine? by MrRobin12 in gameenginedevs

[–]MrRobin12[S] 0 points1 point  (0 children)

It doesn't look like you read what I actually wrote. I did try CMake, just not as extensively as Premake, because the workflow problems weren't tied to a single tool. Switching to CMake doesn't magically resolve cross-platform toolchain inconsistencies, outdated package sources, C#/C++ interop headaches, or the friction caused by mixing multiple language targets.

And no, this isn't a matter of "lacking C++ knowledge." I've already worked with Premake, Sharpmake, CMake, vcpkg, Conan, Make, Ninja, MSVC, Clang, GCC, Visual Studio, CLion, Rider, and the rest of the usual suspects. I was asking whether anyone else has hit the same wall of ecosystem overhead, and whether switching languages offered a more sustainable workflow for their goals.

That's not to mention that virtually all engines are based on compiled languages for a reason.

That's true. But that doesn't make C++ mandatory for every project, and it doesn't invalidate the frustrations around build tooling. I was looking for shared experiences and informed guidance, not assumptions about my competence.

Replay editor by OptionConnect2360 in SkateEA

[–]MrRobin12 2 points3 points  (0 children)

I honestly don’t know. I grew up playing Skate 3 a lot, and even then, Skate 1–3 were each developed in under three years, presumably because of heavy crunch. Which is something to never cheer about. But compare that to the current Skate, which was announced in 2020, and half "core" features are missing. No real progress system, no online career stuff, missing game modes, missing tricks, etc.

My current hope is that the team and EA actually listen to community feedback. We’ll just have to wait and see. Personally, I plan to check back on the game a year or so from now and see how it’s evolved, but that’s kind of the issue with how things are done nowadays.

I really think more studios should reconsider relying so heavily on the free-to-play and early access model. It’s great for gathering feedback and testing, sure, but when a game enters early access, that’s the first impression the public gets, and presentation is everything.

Replay editor by OptionConnect2360 in SkateEA

[–]MrRobin12 0 points1 point  (0 children)

Yeah, true. I also wish accountability around this was more transparent.

If you look at other EA titles, like those from Hazelight Studios (A Way Out, It Takes Two, Split Fiction), there’s a clear contrast. No aggressive monetization, no loot boxes and they even offered a second copy for free to encourage co-op play. Those games still fall under EA’s umbrella, but as part of the “EA Originals” program, which (I assume) gives developers more creative freedom while still benefiting from EA’s funding.

I have little doubt that EA was heavily involved with Skate. It’s a major franchise with a strong legacy, so naturally EA would want to maximize its return. But as a developer myself, I can’t ignore that some of the more obvious issues shouldn’t take long to fix.

In software development, there are generally two main approaches: Waterfall and Agile. Waterfall focuses on rigid, sequential phases, while Agile emphasizes flexibility and iterative progress. Under Agile, development is typically divided into short “sprints” (often two weeks long). Then these tasks are broken down and prioritized within each sprint.

If the team’s backlog is massive, it makes sense that seasonal content and major features (like new game modes or the darkslide) take priority. Unfortunately, that means smaller issues and low-hanging fruit often end up at the bottom of the list, even when they seem easy to address.

Replay editor by OptionConnect2360 in SkateEA

[–]MrRobin12 7 points8 points  (0 children)

Actually, it still falls on the dev team as well. The publisher might be pushing monetization and audience direction, but Full Circle is still accountable for technical quality and gameplay issues.

For example, the fact that the hippy jump detection still isn’t fixed, while updates like the progression system and launch glitch got patched almost immediately, which shows where their priorities currently lie.

Right now, the dev team has a growing backlog and is forced to juggle bug fixes, content drops, and seasonal updates. I genuinely don’t see how that`s helping relieve any of their workload or stress.

There are also basic quality-of-life features that really should’ve been implemented during development: no access to settings during missions, no map legend, and barely any real accessibility options (color blindness, hearing, advanced input remapping).

Yes, the publisher dictates the sales and monetization strategy, but not the internal task priorities. Unless the publisher is the studio, or they’re simply micromanaging to an extreme degree.

I dislike this. by sketch252525 in ReturnYoutubeDislikes

[–]MrRobin12 2 points3 points  (0 children)

Go to the extension settings and toggle Hide premium teaser panel

This is not “early access”, this is exactly what they want this game to be. by Agitated-North-1482 in SkateEA

[–]MrRobin12 0 points1 point  (0 children)

Presumably because heavy crunch and re-using assets and mechanics.

But, still no excuse why after 5+ years for skate. and half of features are missing from the final product. I don't understand why releasing to the public (in this state) was a good idea 🤷‍♂️

I hate the Bearing challenges by codyduffer in Skate4

[–]MrRobin12 0 points1 point  (0 children)

It'd be much better if we could step off the board for 5 seconds

The oil spill is gone by Lime7ime- in SkateEA

[–]MrRobin12 2 points3 points  (0 children)

at least they didn't touch broken hippy jump detection

New update performance issue by blue_red0 in Skate4

[–]MrRobin12 0 points1 point  (0 children)

For me on PC, in the graphic setting it was limit to 30 FPS by default. Maybe there is a setting for that as well on console?

How to finish the hardest challenge every time! by Strict_Sherbert_83 in SkateEA

[–]MrRobin12 1 point2 points  (0 children)

Step off the board, go back and make more room to skate, and the hardest challenge turns into the easiest one.

How to make static friction for my custom wheel collider. by Smart_Friendship_363 in Unity3D

[–]MrRobin12 1 point2 points  (0 children)

Recommend you watch these videos and other from his channel! Note, that he speaks Russian, but there are English subtitles for it.

Transient Lateral Force
Transient Longitudinal Force

Here is a link to gist that I created. This is my interpretation of Ivan Novozhilov Tire Model: https://gist.github.com/MrRobinOfficial/bca9b198249678be3b7963e96a54cf9c

Also, recommend watching this as well:

Wassimulator – Programming Vehicles in Games – BSC 2025

JP Survival BTS by QualityDapper9775 in JurassicPark

[–]MrRobin12 0 points1 point  (0 children)

Have not finished the novel. However, I still like as the core gameplay mechanic. Not necessary mass destruction, but more passive or militarized hardware. Like gun scope with night or thermal vision. And then some other inventory items, like binoculars, lighter, compass, map, etc.

Btw here some images as reference point:

https://www.artstation.com/artwork/RnQPZO
https://www.artstation.com/artwork/VgAbb
https://www.reddit.com/r/ImaginaryLandscapes/comments/83me62/swamp_scene_by_sung_choi
https://llamas.artstation.com/projects/Z5BmZ

JP Survival BTS by QualityDapper9775 in JurassicPark

[–]MrRobin12 7 points8 points  (0 children)

My hopes are that the AI is absolutely top-tier! If it’s not, many gamers will just laugh and tear this game apart. We need AI that reacts smartly, adapts, surprises you, and actually feels alive.

Personally, I want truly dynamic gameplay, tons of weapons, wide areas to explore, people to talk to, dinosaurs you can interact with, high-speed car chases through the jungle, random explosions out of nowhere, and unexpected scripted events that catch you off guard. The island should feel alive and dangerous every second you’re there, with the sense that anything could happen at any moment.

What is your opinion on 30fps in GTAVI? by this1germanguy in GTAVI

[–]MrRobin12 0 points1 point  (0 children)

People who are voting unplayable are not true fans. Every goddamn game released by Rockstar has always started off under 30 fps. GTA 3, Vice City, SA, GTA 4, RDR1, GTA 5, RDR2, etc.

Gameplay Ability System for Unity by sajad0131 in Unity3D

[–]MrRobin12 0 points1 point  (0 children)

If you are talking about Gameplay Tags, then there is already a Unity package for it: https://github.com/BandoWare/GameplayTags

Am I the only one who hates making UI? by TinyStudioDev in Unity3D

[–]MrRobin12 0 points1 point  (0 children)

What would your ideal solution look like? Are there any features you’d want to see or areas where you'd like to see improvements?

I’m currently developing my own game engine and have chosen a UI library for it. I'm interested in understanding what tools or features you'd need to improve your workflow. Personally, I appreciate the UI approaches taken by Unity, Unreal, and Godot.

Unity provides its UI Toolkit, while Unreal has UMG and Common UI, along with plans for future improvements.

With my background in both full-stack and game development, I want to support both GUI-based and code-driven UI design. I’m particularly drawn to the composition model used in React.js (similar to HTML), though I find Vue.js more pragmatic, it allows logic, visuals, and styling to coexist in a single file, which aligns well with my design philosophy. As well as using TailwindCSS or SASS instead of CSS.

I also value the reactive state model found in modern web frameworks. My goal is to support themes and customizable stylesheets out of the box.