My introduction to graphic programming was with a widget toolkit, and let me say--I loved it! The inherent compositional and object-oriented nature of widgets (i.e., encapsulated graphics element/object) make it such an intuitive pattern to work with, IMHO. I would have even wagered that implementation of a good widget toolkit would solve all but the most extreme graphics needs--from simple GUIs to complex console games.
Yet, when I google "widget pattern" or wiki search "widget toolkit" to learn more about the theory, I get uninspired results. When I look at some of the top game frameworks from which serious games are made from (e.g., Unity, Corona SDK, Unreal), they don't use the Widget pattern.
Are there limitations to the Widget pattern that I've missed?
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