Mixing 2D and 3D

August Lammersdorf, InteractiveMesh sdn at interactivemesh.com
Tue Jul 23 04:45:25 PDT 2013


 Vidio games usually draw the player's 2D UI elements in a second step 
 on top of the perspective 3D scene in the parallel/orthographic 
 projection mode (overlay or head-up display - HUD).

 This approach is already widest supported by JavaFX even with 
 perspective 3D transforms. Using a StackPane or a self-written layered 
 pane the user interface can be rendered onto the 3D SubScene and can be 
 designed, updated and animated with:

  - layout panes : javafx.scene.layout.*
  - UI controls : subclasses of javafx.scene.control.*
  - two-dimensional shapes : javafx.scene.effect.shape*
  - graphical effects : javafx.scene.effect.*
  - images : javafx.scene.image.*
  - shapes and background filler : javafx.scene.paint.*
  - transformations : javafx.scene.transform
  - animations : javafx.animation

 Is there any other 3D API or game engine based on C++ or Java which can 
 beat this scenario?

 FXTuxCube is a simple JavaFX 3D example with 2D elements drawn on top 
 of a 3D SubScene: 
 http://www.interactivemesh.org/models/jfx3dtuxcube.html

 Worth reading: "User interface design in games" 
 http://www.thewanderlust.net/blog/2010/03/29/user-interface-design-in-video-games/

 August

 Am Sonntag, den 21.07.2013, 16:07 +0200 schrieb Herve Girod 
 <herve.girod at gmail.com>:
> "What is the use case for rendering 2D pixel-coordinates-based shapes
> (or even controls) within a 3D scene consisting of meshes constructed
> on 3D coordinates of arbitrary unit?"
>
> In my field of work (avionics displays),we might have a lot of use
> cases for that. However, you also have that in video games, where 
> they
> like to render 2D interactive panels in a 3D perspective in the game
> world.
>
> Hervé




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