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Description
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
BrowserWindowpath. - 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
gametauboundary 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
GpuWindowapps. - The approach covers persistent HUD plus transient alerts/prompts.
- Input/focus behavior is defined well enough that examples can share the same pattern.
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