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Comment by pjmlp

11 days ago

Interesting read, however as someone from the same age group as Casey Muratori, this does not make much sense.

> The "immediate mode" GUI was conceived by Casey Muratori in a talk over 20 years ago.

Maybe he might have made it known to people not old enough to have lived through the old days, however this is how we used to program GUIs in 8 and 16 bit home computers, and has always been a thing in game consoles.

I think this is the source of the confusion:

> To describe it, I coined the term “Single-path Immediate Mode Graphical User Interface,” borrowing the “immediate mode” term from graphics programming to illustrate the difference in API design from traditional GUI toolkits.

https://caseymuratori.com/blog_0001

Obviously it’s ludicrous to attribute “immediate mode” to him. As you say, it’s literally decades older than that. But it seems like he used immediate mode to build a GUI library and now everybody seems to think he invented immediate mode?

  • Is Win16 / Win32 GDI which goes back to 1985 an immediate mode GUI?

    Win32 GUI common controls are a pretty thin layer over GDI and you can always take over WM_PAINT and do whatever you like.

    If you make your own control you musts handle WM_PAINT which seems pretty immediate to me.

    https://learn.microsoft.com/en-us/windows/win32/learnwin32/y...

    Difference between game engine and say GDI is just the window buffer invalidation, WM_PAINT is not called for every frame, only when windows thinks the windows rectangle has changed and needs to be redrawn independently of screen refresh rate.

    I guess I think of retained vs immediate in the graphic library / driver because that allows for the GPU to take over more and store the objects in VRAM and redraw them. At the GUI level thats just user space abstractions over the rendering engine, but the line is blurry.

    • No, that is event based programming, and also the basis of retained rendering, because you already have the controls that you compose, or subclass.

      Handling WM_PAINT is no different from something like OnPaint() on a base class.

      This was actually one of mindset shifts when moving from MS-DOS into Windows graphics programming.

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It's like the common claim that data-oriented programming came out of game development. It's ahistorical, but a common belief. People can't see past their heroes (Casey Muratori, Jonathon Blow) or the past decade or two of work.

  • I partly agree, but I think you're overcorrecting. Game developers didn't invent data-oriented design or performance-first thinking. But there's a reason the loudest voices advocating for them in the 2020s come from games: we work in one of the few domains where you literally cannot ship if you ignore cache lines and data layout. Our users notice a 5ms frame hitch- While web developers can add another React wrapper and still ship.

    Computing left game development behind. Whilst the rest of the industry built shared abstractions, we worked in isolation with closed tooling. We stayed close to the metal because there was nothing else.

    When Casey and Jon advocate for these principles, they're reintroducing ideas the broader industry genuinely forgot, because for two decades those ideas weren't economically necessary elsewhere. We didn't preserve sacred knowledge. We just never had the luxury of forgetting performance mattered, whilst the rest of computing spent 20 years learning it didn't.

    • > I think you're overcorrecting.

      I don't understand this part of your comment, it seems like you're replying to some other comment or something not in my comment. How am I overcorrecting? A statement of fact, that game developers didn't invent these things even though that's a common belief, is not an overcorrection. It's just a correction.

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    • I don't really like this line of discourse because few domains are as ignorant of computing advances as game development. Which makes sense, they have real deadlines and different goals. But I often roll my eyes at some of the conference talks and twitter flame wars that come from game devs, because the rest of computing has more money resting on performance than most game companies will ever make in sales. Not to mention, we have to design things that don't crash.

      It seems like much of the shade is tossed at web front end like it's the only other domain of computing besides game end.

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  • It clearly didn’t come out of game dev. Many people doing high performance work on either embedded or “big silicon” (amd64) in that era were fully aware of the importance of locality, branch prediction, etc

    But game dev, in particular Mike Acton, did an amazing job of making it more broadly known. His CppCon talk from 2014 [0] is IMO one of the most digestible ways to start thinking about performance in high throughput systems.

    In terms of heroes, I’d place Mike Acton, Fabian Giesen [1], and Bruce Dawson [2] at the top of the list. All solid performance-oriented people who’ve taken real time to explain how they think and how you can think that way as well.

    I miss being able to listen in on gamedev Twitter circa 2013 before all hell broke loose.

    [0] https://youtu.be/rX0ItVEVjHc?si=v8QJfAl9dPjeL6BI

    [1] https://fgiesen.wordpress.com/

    [2] https://randomascii.wordpress.com/

There's also good reasons that immediate mode GUIs are largely only ever used by games, they are absolutely terrible for regular UI needs. Since Rust gaming is still largely non-existent, it's hardly surprising that things like 'egui' are similarly struggling. That doesn't (or shouldn't) be any reflection on whether or not Rust GUIs as a whole are struggling.

Unless the Rust ecosystem made the easily predicted terrible choice of rallying behind immediate mode GUIs for generic UIs...

  • >Unless the Rust ecosystem made the easily predicted terrible choice of rallying behind immediate mode GUIs for generic UIs...

    That's exactly what they did :D

I mean, fair enough, but [at least] wikipedia agrees with that take.

> Graphical user interfaces traditionally use retained mode-style API design,[2][5] but immediate mode GUIs instead use an immediate mode-style API design, in which user code directly specifies the GUI elements to draw in the user input loop. For example, rather than having a CreateButton() function that a user would call once to instantiate a button, an immediate-mode GUI API may have a DoButton() function which should be called whenever the button should be on screen.[6][5] The technique was developed by Casey Muratori in 2002.[6][5] Prominent implementations include Omar Cornut's Dear ImGui[7] in C++, Nic Barker's Clay[8][9] in C and Micha Mettke's Nuklear[10] in C.

https://en.wikipedia.org/wiki/Immediate_mode_(computer_graph...

[Edit: I'll add an update to the post to note that Casey Muratori simply “coined the term” but that it predates his video.]

  • Dig out any source code for Atari, Spectrum or Commodore 64 games, written in Assembly, or early PC games, for example.

    And you will see which information is more accurate.

    • Yeah no doubt you're correct. I wasn't disagreeing - just establishing the reasonableness of my original statement. I must have read it in the Dear ImGui docs somewhere.

  • I am pretty sure there are people here qualified enough to edit that Wikipedia page in a proper way.

> Maybe he might have made it known to people

Yes, he coined the term rather than invent the technique

  • He definitely did not name it. IRIS GL was termed “immediate mode” back in the 80’s.

    • He coined the term in the context of UI, by borrowing the existing term that was already used in graphics. Drawing that parallel was the point.

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  • I won't be bothered to go hunting for digital copies of 1980's game development books, but I have my doubts on that.