Hello everyone! Pretty new to the forum, but wanted to share a project I am working on.
I think it’d be pretty neat to make a UI similar to that of Nintendo Classics that could be support other emulators than that of Nintendo’s.
So I’m beginning work this past week on doing just that. It will have an emulator on the backend and a snazzy menu on the front. The goal is portability across platforms as well as scalability for different screen sizes.
So far, the program reads a world node json file and creates nodes based on the contents of said file creating a seperation of data and logic.
There are a few different types of nodes:
Layout nodes: Horizontal, vertical, and grid. These layout the child nodes programmatically so no hard coding of values is required. Also promotes scalability.
Rectangle nodes: Renders a rectangle based on its width and height among other attributes. IE, position, scale, alpha, and rotation.
Texture nodes: Renders a rectangle based on its width and height among other attributes. IE, position, scale, alpha, and rotation.
All nodes have Z ordering implemented as well which will be important down the line. Prefabs and nested nodes are also supported.
This is being written in C++ and OpenGL.
Much work is to be done here and this is really going to be just a fun project of mine, so stay tuned!
I think it’d be pretty neat to make a UI similar to that of Nintendo Classics that could be support other emulators than that of Nintendo’s.
So I’m beginning work this past week on doing just that. It will have an emulator on the backend and a snazzy menu on the front. The goal is portability across platforms as well as scalability for different screen sizes.
So far, the program reads a world node json file and creates nodes based on the contents of said file creating a seperation of data and logic.
There are a few different types of nodes:
Layout nodes: Horizontal, vertical, and grid. These layout the child nodes programmatically so no hard coding of values is required. Also promotes scalability.
Rectangle nodes: Renders a rectangle based on its width and height among other attributes. IE, position, scale, alpha, and rotation.
Texture nodes: Renders a rectangle based on its width and height among other attributes. IE, position, scale, alpha, and rotation.
All nodes have Z ordering implemented as well which will be important down the line. Prefabs and nested nodes are also supported.
This is being written in C++ and OpenGL.
Much work is to be done here and this is really going to be just a fun project of mine, so stay tuned!
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Last edited by famidog,



so if you are able to share a bit of expertise from what you have done so far that would be helpful : )



