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Omar
@ocornut
dear imgui github.com/ocornut/imgui / the dragon’s trap / dreams, tearaway, pixeljunk shooter, soul bubbles, meka, smspower (he/him)
Paris (..London.. Kyoto)miracleworld.netJoined January 2009

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My laptop SSD seem to have died and is not recognized by the BIOS. Its under warranty but figuring out what I’ve done since last backup and which isn’t on the cloud is not going to be a fun experience.
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As suggested by I could technically use a capturing lambda + some ifdef emscripten to preserve some of the "easy-to-hack" benefits of using a single function... But the last thing I want in my samples is to make them more complex looking, so I wouldn't do that.
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I was probably stubborn wanting all examples to follow the same layout, whereas technically only a few will work with Emscripten (the GL and WGPU ones).
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To make it easier to build & maintain samples for Emscripten which *requires* a function to call on every frame, I caved in and refactored all examples so the main loop calls a function... github.com/ocornut/imgui/ I'm sort of already regretting the loss of elegance ...
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I've always been happy and rather protective of the fact that a vast majority of Dear ImGui examples apps had their main-loop entirely inside the main() function, it conveyed a certain elegance... 1/
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The workaround for fix is to use Emscripten's C++ API to access raw data and bypass the GLFW emulation code (which could be fixed separately). (Thanks and Cody for guiding me through this - tho I am perhaps celebrating too early...)
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After some misdirected shots in the dark, the bottom-line of this is that Emscripten emulates GLFW with JS code which has a small bug quantizing small values: github.com/emscripten-cor SDL emulation has the same issue but SDL nowadays uses Emscripten's raw API and isn't affected.
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Unglamourously spent time recording mouse wheel events to fix/standardize scroll direction across all backends (involve small oddities w/ smooth scroll, natural/flipped dir, OSX axis-swap on Shift, SDL/GLFW customs, fun drivers, etc. Emscripten still not figured out properly).
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Nothing complex (and the Emscripten oddities someone will probably figure out correctly soon) but given the amount of cases at hand I thought I would lay it down in a spreadsheet so I can stare at the data and each individual fix/workarounds.
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Unglamourously spent time recording mouse wheel events to fix/standardize scroll direction across all backends (involve small oddities w/ smooth scroll, natural/flipped dir, OSX axis-swap on Shift, SDL/GLFW customs, fun drivers, etc. Emscripten still not figured out properly).
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Experiencing new issues with (recently: tooltips/popups never closing). Yet some years-old problems are not getting improved.. Editing a wiki page still requires constant back-and-forth scrolling, reply box is too small by default.. I worry for their accumulating ux debt.
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Recently finished this game and it its great fun: a game where you are the detective and must figure out all the facts on several crimes. At the end it all starts tying together and many things that were just curious details suddenly build a large story.
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Lifted limit of columns in a Table: previously limited to 64 as we used a 64-bits integer for various masks. It's now using dynamically resized bit arrays. Not a difficult change, but wanted to avoid the +20% cost the best PR occurred in Debug builds. Perfs are now same-ish.
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The Dear ImGui Test Suite recently introduced ways to more formally add perf/stress tests (with a viewer written by ). It is still under-utilized and in infancy but hopefully can lead us toward a culture where it's easier for contributors to be mindful of performances.
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Bypassers rarely realize it when working on features, but the difference between code that takes 0.3 ms to perform xx and code that takes 0.03 ms makes a PR hit or miss. As a result most PRs fixing non-trivial stuff have enough perf issues they are not viable to merge.
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Recently I started working on Box2D 3.0 Goals: - converting main library to C - multithreading & performance improvements - capsules - eliminate polygon radius I'll be giving development updates on another site.
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Commodore Format once reported that Software Creations were working on it - home computer versions at least Please get in touch with if you can help at all.
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📢We are looking for any info/data about the Sega 8-bit version of "The Godfather" by Creative Materials / US Gold. It was near-finished in 1992-1993 but went unreleased. Do you know anyone near that dev team? One video clip aired in Netherlands in January 1993. RT appreciated!
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FYI we uncovered 140+ protos on smspower.org so far but there are still handful of unreleased Sega 8-bit titles we haven't found: e.g. The Godfather, Robin Hood, Cube Zone, Die Hard II, Bubsy II, Moonball, Viking Child, We're Back, Buggy Dash, etc. Any info welcome!
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📢We are looking for any info/data about the Sega 8-bit version of "The Godfather" by Creative Materials / US Gold. It was near-finished in 1992-1993 but went unreleased. Do you know anyone near that dev team? One video clip aired in Netherlands in January 1993. RT appreciated!
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1993 was a good year. Thanks to a combination of being a teenager with lots of free time and ahem, piracy, I’ve played all but two games in that list.
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DOS games that turn 30 years old this year: - DOOM Space Quest 5 Sam & Max Betrayal at Krondor Day of the Tentacle The Lost Vikings Fury of the Furries Simon the Sorcerer The 7th Guest The Incredible Machine Gabriel Knight X-Wing SimCity 2000 Quest for Glory 4 Privateer Syndicate
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The amount of obvious-spam I am receiving on twitter has ramped up this month. 5 today so far. They follow similar patterns yet keep popping up.
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We've been using "Dear ImGui Test Engine" for about two years to test 's Editor. It's amazing - go try it out!
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Announcing 'Dear ImGui Test Engine' + 'Dear ImGui Test Suite', available now. - automation/testing for Dear ImGui apps - run in your live app or headless on CI; - run at robot speed or simulated human speed; - export screens/videos for e.g. generating docs github.com/ocornut/imgui_
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Fun fact, the change-log between v1.80 and v1.89 is ~1200 lines long. Between v1.60 and 1.89: ~3000 lines. That's to say, even though I am shy with version numbering increase, there are stuff happening. I wonder if more frequent releases would attract more updaters?
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I'm sort of high on releasing stuff this week so adding Dear ImGui 1.89.1 to the list: github.com/ocornut/imgui/ + mentioning Test Engine/Test Suite + Dear Bindings in the GitHub release note is a way to gently increase their soft-launch visibility.
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Dear ImGui 1.89 released: 90+ improvements/features/fixes github.com/ocornut/imgui/ (and more that are not yet exposed in public API)
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Please note the Test Suite is MIT licensed but Test Engine Library is custom open-source license (TL;DR; free for individuals, open-source, education and small companies; paid for large companies). Income aimed at sustaining main Dear ImGui work which stays and will stay MIT.
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Been working on this on the side since 2018, used it to test Dear ImGui itself & catch regressions. and I added many tests over time. Opening it for people to add tests to their own app/tools. If you can control e.g. your game/engine via tools, you can now automate them.
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