Skip to content

Electrobun GPUWindow: add a first-class HUD/UI composition path #176

@devallibus

Description

@devallibus

Problem

The current Electrobun GpuWindow path has no first-class HUD/UI composition story. In practice that means native-mode examples have to fall back to window-title status, console alerts, or runtime-specific ad hoc overlays.

That is a real product gap, not just a documentation gap: a high-speed or action-oriented game needs a supported way to present status, targeting, prompts, and feedback without abandoning the GPU-native render path.

Why this matters

  • It makes the GPU-native path feel materially less capable than the browser or BrowserWindow path.
  • It forces each example or app to invent its own overlay strategy.
  • It blocks a class of games that need persistent HUD, transient prompts, and readable mission/combat feedback.

Suggested scope

  • Define and support one canonical HUD composition strategy for GpuWindow.
  • Keep the solution renderer-agnostic at the gametau boundary where possible.
  • Document the tradeoffs between candidate approaches rather than leaving each app to rediscover them.

Candidate directions

  • Hybrid composition: browser/webview UI plus GPU-native render surface with explicit focus/input coordination
  • Native overlay layer for text/widgets in the GPU path
  • Texture-based HUD composition rendered into the GPU scene

Acceptance criteria

  • There is one documented, supported HUD/UI path for GpuWindow apps.
  • The approach covers persistent HUD plus transient alerts/prompts.
  • Input/focus behavior is defined well enough that examples can share the same pattern.

Related

Metadata

Metadata

Assignees

No one assigned

    Labels

    enhancementNew feature or request

    Projects

    No projects

    Milestone

    No milestone

    Relationships

    None yet

    Development

    No branches or pull requests

    Issue actions