working on #ImGenie for #DearImGui (WIP)
A screenshot of a fragment of the Hyphasia UI. Minimalist white text on black background. The screenshot shows a popup for selecting channel and note ranges for a timbre. There are dropdowns showing "Ch.5" and "F#5".
Updated the input zone UI to be a lot more compact and friendly. It now uses standard note names/ranges instead of opaque numbers. Plus it takes up way less vertical space in the UI. I also moved it up next to the "active" checkbox. So much cleaner.
#DearImGui
#BuildInPublic
#Hyphasia
This is a full demonstration of a cool demo calculator for our UI framework Cherry, based on ImGui!
This is a concept intended to demonstrate that Cherry can create skeuomorphic user interfaces. Everything here uses a Lua scripting engine.
#imgui #dearimgui #ui #dev #ux #skeuomorphism
Screenshot of the principia sandbox, the settings dialog in the new imgui dialog backend is visible in the center of the screen.
Work continues on the new #DearImgui dialog backend that aims to replace the current #GTK dialogs on desktop. It is a more lightweight and portable GUI toolkit that is more suited for Principia, as well as being properly integrated into the game window […]
[Original post on hachyderm.io]
Just released a new version of ImGuiFileDialog v0.6.8
see : github.com/aiekick/ImGu...
#dearimgui #filedialog #fullfeatured
In my multithreaded graph, data is stored contiguously in a buffer and accessed with offset+size. As you remove or add nodes the buffer becomes fragmented and my sorting/compacting functions were buggy so I added little #dearimgui widget to help me out. Now it works perfectly
Imgui Odin backends now also include an OpenGL renderer in addition to DirectX and the software rasterizer:
github.com/alektron/img...
#imgui #dearimgui #odin
Now also features an experimental software rasterizer.
#imgui #dearimgui #odinlang
I wrote a guide for setting up Dear ImGui in MonoGame. inkpot.beho.dev/blog/2025/07... #MonoGame #DearImGui
I wrote a custom Dear ImGui backend for Windows/DirectX in Odin. With thin abstraction layer to allow easy extension for more platforms/renderers:
github.com/alektron/img...
#imgui #DearImGui #Odin #Odinlang
Screenshot of Dear ImGui demo window runnin in custom Vulkan renderer with experimental volumetric stuff in the background.
Finally got around to integrate #DearImGui into something! Up and running 1.92 in my Vulkan renderer. I'm in dire need of it atm. 😅
A glimpse of my composing & mixing workflow in The Siege and The Sandfox. I tend to work at runtime with Metron Tracker & my mix system as #DearImGui overlays. I can override gameplay mix events or test in place, tweak synth/sample instruments, adjust quantised sync offsets #UnrealEngine #gameaudio
Above image shows that the coloured buttons in the palette widget had no borders and the selected button was cropped. Below image show these two problems fixed.
Fixing ugly palette widget in OpenMSX. #openMSX #msx #debugging #widget #dearImgui
Short post today about getting display scale setup with SDL3/MoonWorks and Dear ImGui.
allyourfaultforever.com/posts/hidpi-...
#gamedev #moonworks #dearimgui #csharp
Thanks, Luis! I use #DearImGui, a fantastic user interface library that is flexible, understandable, and powerful…. and with the retro look that modern scientists require ! github.com/ocornut/imgui
My first time making something with #DearImGui. It's really nice, but the learning experience is kinda a pain. (Also weird layout bugs when you do something unusual)
I was inspired by Dreamworks LibEE 2 paper and wanted to see what it would take to make my own evaluation engine the same way.
So it's mostly plumbing and managing a graph on top of TBB.
I'm also using #dearimgui for the UI.
Wrote a very cute little editor app for Fader3, which is now cheerfully controlling my Reaper envelopes in smooth 14-bit thanks to ReaLearn mappings. Finally got the MIDI controller I want! (The app is also a MIDI monitor because why not?)
#gameaudio #gamedev #dearimgui
Oh, I didn’t realize @ocornut was on the Fediverse! #dearimgui
esp32 EPD with Dear ImGui? Heck yes.
#dearimgui
Want to build custom GUIs for your #plugdata exported #puredata patches using #DearImGui?
www.youtube.com/watch?v=1XcC...
Random Tip 005 on #UnrealEngine
#DearImGui is awesome and there's a plugin: github.com/segross/Unre...
However, it's not updated for a while. It has version 1.74 while the latest on DearImGui is 1.91.6
So until a hero updates this lib to UE 5.x you're going to have to make some changes yourself!
#NetImgui 1.12 release
github.com/sammyfreg/ne...
Add remote UI capabilities to apps using @ocornut's #dearimgui library.
This version vastly improves communication speed that was a fps bottleneck.
#imgui
Just reopened an old project, from before I used #DearImGui… It’s amazing how much easier everything is with it. Thanks again @ocornut.bsky.social for the great work.
For #nodevember I decided to revive and port my old multithreaded Data Flow Compute graph to macOS.
I'm using glfw + #dearimgui + #metal-cpp + TBB.
When you mistakenly link the width to the adaptative subdivision factor...
After a bit of bug hunting and fixing during the week, I finally have OAM data up and running as well. So all the ingredients are there to start assembling the final display results and play some tetris. #gameboy #emulator #odin #dearimgui
#DearImGui ist in der Tat eine absolut coole Bibliothek :O
Und mit cimgui ist sie perfekt!!
Simple 2D Windows application written using raylib and Dear ImGui. Gif shows a blue circle being scaled in size by way of a ImGui slider.
Messing around with C++, #raylib, and #DearImGui. Setting up a basic project was a snap with Visual Studio and #vcpkg.
Bit of manual dependency management for the raylib imgui backend #rlImGui, but that went smoothly too.
GitHub repo coming soon. :)
#ImGuiFileDialog v0.6.7
Main new feature : A generic "places" system.
Let you add many shortcuts for what you want editable or not, extending the old bookmarks behavior.
#dearimgui powered as usual
github.com/aiekick/ImGu...