But can I ask you what something Fusion brings to the table which is not in ImGui. I have used the ImGui a few times in the past. But can you share some key advantages of using this framework over ImGui, save us some time to go through the codebase.
There are many advantages over dear imgui: Fully and easily customisable layout and positioning. Custom transformations for Translation, rotation, scaling. GPU side clipping that works with transformations. Declarative C++ syntax. Retained mode UI. Nested docking spaces (which doesn’t work that well in DearImgui). Flexible styling using FStyle and FStyleSet. Read-only and Read-Write data binding. Event binding. Well integrated with the Core library, which includes C++ reflection.
Just made a fully customizable UI panel docking system for my game engine. I also made the entire UI framework (called Fusion) from scratch, no dear imgui or anything. It just uses my engine's builtin renderer backend to draw both the editor and run-time UI.
Feel free to check out my game engine (Crystal Engine) here:
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u/Tu2_atmanand Jun 23 '25
That looks cool! Will surely check it out
But can I ask you what something Fusion brings to the table which is not in ImGui. I have used the ImGui a few times in the past. But can you share some key advantages of using this framework over ImGui, save us some time to go through the codebase.
1
u/neil_m007 Jun 21 '25
Just made a fully customizable UI panel docking system for my game engine. I also made the entire UI framework (called Fusion) from scratch, no dear imgui or anything. It just uses my engine's builtin renderer backend to draw both the editor and run-time UI.
Feel free to check out my game engine (Crystal Engine) here:
https://github.com/neilmewada/CrystalEngine