Check out Wessel Mast's UIPainter: Tile-Based Rendering in One Draw Call talk.
A user interface is essential to any game editor, allowing developers to build content visually. While the core requirements of a good UI renderer are well-defined, such as the ability to draw crisp, anti-aliased primitives, developers often take very different approaches to implementing them.
Daniel Collin recently resurfaced a talk from last year's DevGAMM, where Wessel Mast, Tools Programmer at Guerrilla, shared insights into the Decima engine, used on notable franchises such as Death Stranding, Horizon, and Until Dawn. The talk explores how Decima leverages a tile-based renderer, commonly used for light culling, SSAO, and depth of field, for efficiently drawing complex UI. It also covers how the system renders thousands of UI primitives like rectangles, lines, and curves in a single draw call using signed distance fields.
You can download the slides from Wessel's talk here, and watch more DevGAMM presentations on the official DevGAMM YouTube channel:
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