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Gallery: Post your screenshots / code here (PART 9) #2529

ocornut opened this issue May 2, 2019 · 59 comments

Gallery: Post your screenshots / code here (PART 9) #2529

ocornut opened this issue May 2, 2019 · 59 comments


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@ocornut ocornut commented May 2, 2019

This is Part 9, I am splitting issues to reduce loading times and locked the old ones.
Screenshots Part 1 #123
Screenshots Part 2 #539
Screenshots Part 3 #772
Screenshots Part 4 #973
Screenshots Part 5 #1269
Screenshots Part 6 #1607
Screenshots Part 7 #1902
Screenshots Part 8 #2265
Screenshots Part 9 #2529
Screenshots Part 10 #2847
Screenshots Part 11 #3075
Screenshots Part 12 #3488
Screenshots Part 13 #3793
Screenshots Part 14 #4451
Also see: Software using dear imgui (you can help complete the list!)

You can post your screenshots here!

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@ocornut ocornut commented May 5, 2019

The "Atlas" 64k intro by monad & Macau Exports used dear imgui for its tooling, and they just aired a lengthy video going through some of their process to make the demo happen. If you are interested:

Atlas 64k Graphics Breakdown - Demoscene Stream (2019/05/01)

Intro infos/downloads on


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@cpdt cpdt commented May 5, 2019

Here's a screenshot of the aforementioned tool with a bit more of the Imgui parts visible (and without my ugly face in the way :) )

Thanks for the wonderful library @ocornut! It was invaluable :)


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@nicolasnoble nicolasnoble commented May 6, 2019

I have been working on this for a little while, and I'm now happy enough with the current results to start sharing my work.

I've been working on pcsx-redux, yet another pcsx fork. I'm mainly aiming at doing a debugging tool, of course using ImGui, and here's my current results so far:


All this code is currently available in my debugger branch.

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@feliwir feliwir commented May 6, 2019

We are working on OpenSage, which is an opensource reimplementation of the original SAGE Engine (EA C&C series, BFME series) in C#. For this we use all the original datasets.
We use ImGui for our developer mode, which gives us insight about what's going on inside the engine:
The asset browser can display literarlly anything from 3D models, textures and sounds :)
Thanks for the wonderful library @ocornut and the excellent .NET wrapper @mellinoe

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@Aarkham Aarkham commented May 7, 2019

I've been doing a game in my spare time and ImGui has been very helpful.



The game uses SVG for the maps and most of the graphics. I have written a tool to help me debug de svg system.


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@egordorichev egordorichev commented May 15, 2019

A dialog/node editor (video):


Locale and WIP level editor (video):

Screenshot from 2019-05-15 10-49-56
Screenshot from 2019-05-15 10-50-16

Really enjoying ImGui, it's really fast to work with, both of those tools took just a few hours to make :)

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@BrunoLevy BrunoLevy commented May 16, 2019


Graphite 3 - 1.6.12: using Imgui 1.7 with docking branch (video recorded with 5 fps to keep file size small, interaction is much smoother than that !)


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@BigJk BigJk commented May 22, 2019

Just spotted ImGUI in a showcase of a new Path Of Exile expansion. It's a ARPG Game developed by Grinding Gear Games.


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@ocornut ocornut commented May 24, 2019

From "NVIDIAOmniverse viewer"

We're having fun combining #PixarUSD with real-time physics and real-time ray tracing in our #NVIDIAOmniverse viewer. Here we have some soft body objects, balloons, and we are simulating what happens when you change pressure and gravity.

NVIDIAOmniverse viewer



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@LAK132 LAK132 commented May 26, 2019

Now that the software rasteriser is running nice and fast on the ESP32 (down to 4ms raster time!) I decided to actually use it for something!

Here it is with a "VR" IMU (compass+gyro+accelerometer):

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@Stepland Stepland commented May 27, 2019

F.E.I.S. is an unofficial custom chart editor for jubeat, a rhythm game by Konami.
It would probably never have existed if it wasn't for dear imgui.


in action :

on github :

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@Omegastick Omegastick commented May 28, 2019

@Stepland Is there a way to play custom Jubeat charts? I didn't know the game existed outside of game centres.

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@labienus9 labienus9 commented May 29, 2019

3 OS windows with ImGui 171 and GLUT
c++14 + STL. For each window one ImGui context, one GLUT context and one trackball context
for roll, move, zoom and pan.

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@podsvirov podsvirov commented Jun 15, 2019

Just for fun I port box2d-lite samples to Emscripten platform and now your can try it from your browser :-)


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@pixellon pixellon commented Jun 17, 2019

I have been recently working on automating the process of schematic part generation for kicad. I have created KiSymGen as a means of creating uniform symbols for kicad schematics.


Kindly find my fork of imgui

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@ocornut ocornut commented Jun 18, 2019

Physically-correct renderer for the web:

"We have released ! It is GPU physically-correct renderer for web. Import your OBJ model, configure the scene, and save the rendering result. Model from … RTs appreciated!"

D9QhNnQWwAY5wq5 jpg orig
D9Uy5xnWkAAOVsY jpg orig

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@mekhontsev mekhontsev commented Jun 18, 2019


IFStile is a cross-platform (Windows, Mac, Linux, WebAssembly) freeware program that can:

  • build any affine directed graph iterated function system (IFS) in the Euclidean space of arbitrary dimension (as 2D or 3D section)
  • fully automatically find interesting fractal shapes, rep-tiles, multi-tiles, irreptiles, carpets, dragons, etc
  • extract boundary of self-affine tiles as directed graph IFS
  • compute dimension of the boundary of self-affine tiles (numerically and analytically)
  • export and import Fractint IFS format, export Apophysis .flame format
  • effectively zoom IFS fractals
  • render high resolution images (with batch rendering)
  • render keyframe animation
  • create and save 3D mesh

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@Iniquitatis Iniquitatis commented Jun 24, 2019


I was just being tired of not having a proper offline JSON editor. :)


Oh, and customizable colors! :D

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@sevcikdaniel sevcikdaniel commented Jun 24, 2019

Karnaugh Studio is a free graphical editor for truth function design and minimization using the Karnaugh mapping method.


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@jnmaloney jnmaloney commented Jul 1, 2019

ImGui running in the web browser with Web Assembly. It looks like ImGui has its own GLFW helper now so probably don't need the impl files that I made for this.

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@ocornut ocornut commented Jul 1, 2019

Courtesy of
Video showcasing fancy audio synth prototype for Dreams
Blurry screenshot:
dreams synth

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@immortalx74 immortalx74 commented Jul 12, 2019

Here's my first C++ app in the making, a very basic music tracker:
I couldn't even imagine writing a single line in C/C++, until I tried the GML bindings for Dear ImGui and writing a test project in GameMaker. I was immediately hooked, and after my son set me up with the SFML backend, I finally made the move to learn a bit of C++. It may sound like I'm exaggerating but for older people like me who only made some very minor programming over the years with the "easy" languages, that was a milestone!
So Omar, I can't thank you enough :)

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@Aarkham Aarkham commented Jul 12, 2019

I've been testing ImGui as an in-game element (besides debugging help). I have this proof of concept that I think can be interesting. Here is a ImGui metrics window inside a game computer screen that is integrated in the game.


Thanks for ImGui, is really easy to use and very powerful.

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@ocornut ocornut commented Jul 12, 2019

Thank you all for posting those!
Your story @immortalx74 made my day, happy to hear!!

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@Folling Folling commented Jul 16, 2019

After half a year of struggling with JavaFX i checked out Dear ImGui to see whether it suits my suitcase better, and was able to implement almost all feature the program had until then in ImGui within a week. ImGui is genuinely amazing and I've just launched my dream-project on steam for free in open-beta.

It's a somewhat unusual use-case for ImGui I presume but it works flawlessly

The project is a tool to keep track and manage data, the usecase is for people who build/create their own world or play pen&paper (dungeons&dragons or similar) and struggle to keep track of their campaigns or things in their worlds (like myself)

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@Raikiri Raikiri commented Jul 20, 2019

ImGui interface for my global illumination playground profiler. I made a custom widget to render task performance breakdown and legend for it, it was pretty enjoyable.

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@ocornut ocornut commented Jul 21, 2019

Recently spotted:

"Polyscope is a C++ viewer and user interface for the rapid prototyping and debugging of geometric algorithms in 3D geometry processing, scientific computing, and computer graphics/vision. The lofty objective of Polyscope is to offer a useful visual interface to your data via a single line of code."


nnview, neural network viewer
See gif

Robotic Systems Lab (Legged Robotics) tools
Raisim: A physics engine for robotics and AI research
RaisimOgre: Visualizer for Raisim
RaisimGym: RL examples using Raisim


Обновление программы "Драйв Мегаполис" для автотренажеров ОТКВ, Автотренер, Автотренер+, Камаз
Something related to NppTrener, a driving simulator used in Russia and Ukraine?


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@atmgnd atmgnd commented Aug 11, 2019

a remote desktop viewer using imgui, not completed yet.

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@BigJk BigJk commented Aug 18, 2019

Currently working on using ImGui as react (yes the web thing) renderer to write native applications with javascript. I use a small and fast embedded javascript engine (written in c) to run react (and any other javascript) and let ImGui draw the elements and handling input. The small test app is only a few megabyte, runs at 60 fps without much cpu usage and needs about ~50mb RAM. My goal is to make all the default components and settings available on the react side and also make all the internal draw functions of ImGui available so that you can write fully custom components in javascript instead of just changing sizes and style vars.


Video: (all logic & data comes from react)

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@Yatekii Yatekii commented Aug 21, 2019

@Iniquitatis do you have a source for the nice skin or even the JSON editor?

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@soulthreads soulthreads commented Aug 23, 2019

An industrial application for inspecting water pipes using an ultrasonic scanner.

It is a rewrite-in-progress of an old system that was written in Java and was really slow and clunky to use. I've had nothing but fun making the UI in ImGui, and the prototyping speed it allows is astonishing!

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@ocornut ocornut commented Aug 23, 2019

Beautiful shot!
Btw everyone: @soulthreads release their Plot widget here:
also linking to #2747

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@mnurzia mnurzia commented Aug 24, 2019


Writing a Minecraft seed preview / NBT editor / possibly world editor. I hope to release it more publicly in a few months but for now the source is located here:

I made a custom theme based off of Visual Studio's Dark color scheme. Font used is Segoe UI 16pt. The FreeType rasterizer helps it look a lot like the real theme. Here's the theme:

ImGuiStyle& style = ImGui::GetStyle();
style.TabRounding = 0.0f;
style.FrameBorderSize = 1.0f;
style.ScrollbarRounding = 0.0f;
style.ScrollbarSize = 10.0f;
ImVec4* colors = ImGui::GetStyle().Colors;
colors[ImGuiCol_Text] = ImVec4(0.95f, 0.95f, 0.95f, 1.00f);
colors[ImGuiCol_TextDisabled] = ImVec4(0.50f, 0.50f, 0.50f, 1.00f);
colors[ImGuiCol_WindowBg] = ImVec4(0.12f, 0.12f, 0.12f, 1.00f);
colors[ImGuiCol_ChildBg] = ImVec4(0.04f, 0.04f, 0.04f, 0.50f);
colors[ImGuiCol_PopupBg] = ImVec4(0.12f, 0.12f, 0.12f, 0.94f);
colors[ImGuiCol_Border] = ImVec4(0.25f, 0.25f, 0.27f, 0.50f);
colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
colors[ImGuiCol_FrameBg] = ImVec4(0.20f, 0.20f, 0.22f, 0.50f);
colors[ImGuiCol_FrameBgHovered] = ImVec4(0.25f, 0.25f, 0.27f, 0.75f);
colors[ImGuiCol_FrameBgActive] = ImVec4(0.30f, 0.30f, 0.33f, 1.00f);
colors[ImGuiCol_TitleBg] = ImVec4(0.04f, 0.04f, 0.04f, 1.00f);
colors[ImGuiCol_TitleBgActive] = ImVec4(0.04f, 0.04f, 0.04f, 1.00f);
colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.04f, 0.04f, 0.04f, 0.75f);
colors[ImGuiCol_MenuBarBg] = ImVec4(0.18f, 0.18f, 0.19f, 1.00f);
colors[ImGuiCol_ScrollbarBg] = ImVec4(0.24f, 0.24f, 0.26f, 0.75f);
colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.41f, 0.41f, 0.41f, 0.75f);
colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.62f, 0.62f, 0.62f, 0.75f);
colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.94f, 0.92f, 0.94f, 0.75f);
colors[ImGuiCol_CheckMark] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f);
colors[ImGuiCol_SliderGrab] = ImVec4(0.41f, 0.41f, 0.41f, 0.75f);
colors[ImGuiCol_SliderGrabActive] = ImVec4(0.62f, 0.62f, 0.62f, 0.75f);
colors[ImGuiCol_Button] = ImVec4(0.20f, 0.20f, 0.22f, 1.00f);
colors[ImGuiCol_ButtonHovered] = ImVec4(0.25f, 0.25f, 0.27f, 1.00f);
colors[ImGuiCol_ButtonActive] = ImVec4(0.41f, 0.41f, 0.41f, 1.00f);
colors[ImGuiCol_Header] = ImVec4(0.18f, 0.18f, 0.19f, 1.00f);
colors[ImGuiCol_HeaderHovered] = ImVec4(0.25f, 0.25f, 0.27f, 1.00f);
colors[ImGuiCol_HeaderActive] = ImVec4(0.41f, 0.41f, 0.41f, 1.00f);
colors[ImGuiCol_Separator] = ImVec4(0.25f, 0.25f, 0.27f, 1.00f);
colors[ImGuiCol_SeparatorHovered] = ImVec4(0.41f, 0.41f, 0.41f, 1.00f);
colors[ImGuiCol_SeparatorActive] = ImVec4(0.62f, 0.62f, 0.62f, 1.00f);
colors[ImGuiCol_ResizeGrip] = ImVec4(0.30f, 0.30f, 0.33f, 0.75f);
colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.41f, 0.41f, 0.41f, 0.75f);
colors[ImGuiCol_ResizeGripActive] = ImVec4(0.62f, 0.62f, 0.62f, 0.75f);
colors[ImGuiCol_Tab] = ImVec4(0.21f, 0.21f, 0.22f, 1.00f);
colors[ImGuiCol_TabHovered] = ImVec4(0.37f, 0.37f, 0.39f, 1.00f);
colors[ImGuiCol_TabActive] = ImVec4(0.30f, 0.30f, 0.33f, 1.00f);
colors[ImGuiCol_TabUnfocused] = ImVec4(0.12f, 0.12f, 0.12f, 0.97f);
colors[ImGuiCol_TabUnfocusedActive] = ImVec4(0.18f, 0.18f, 0.19f, 1.00f);
colors[ImGuiCol_DockingPreview] = ImVec4(0.26f, 0.59f, 0.98f, 0.50f);
colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f);
colors[ImGuiCol_PlotLines] = ImVec4(0.61f, 0.61f, 0.61f, 1.00f);
colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f);
colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f);
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.50f);
colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f);
colors[ImGuiCol_NavHighlight] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f);
colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f);
colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.35f);
style.WindowMenuButtonPosition = ImGuiDir_Right;

I hope to have more OS-specific themes for the final release. I'd imagine macOS users wouldn't be happy if they were forced to use a Windows-esque color scheme like this.

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@mnurzia mnurzia commented Aug 24, 2019

I just realized, I should have posted this to the themes thread. My apologies, I hope that the NBT editor / World View widgets are sufficient. To back them up, here's a few videos:

NBT Viewer

Seed Viewer [too large for GitHub, gif is about 20MB]

The seed viewer looks a bit stuttery mainly due to the quality of the gif, but also due to my crappy opengl drivers, the fact that I was running on battery, and especially the fact that I was running a Debug build without SIMD intrinsics. It runs at a cool 60fps consistently when these are remedied.

The bottom "progress bar" shows the status of the thread queue, where all of the bits of world are processed and generated.

The icons I used are a variant of the famous "silkicons" set called "Pastel Icons", they are essentially just more DPI-aware remakes of silkicons.

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@metarutaiga metarutaiga commented Aug 24, 2019

A simulate Next-Generation Graphic API for ImGui
I tried to implement all we known graphic apis, and now it supported Direct3D only.
I will implement others later.
It run with docking / viewport branch imgui.

Additionally, the imgui_freetype.h I implement Bitmap Mode because CJK fonts is not clear in low scale in the LowDPI.

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@ocornut ocornut commented Sep 24, 2019

Micro Profiler from by @zeux
EDIT: this is based on


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@ocornut ocornut commented Sep 30, 2019

"The Surge 2" by developer Deck 13 had a long tech documentary made

Where some simple debug panels are shown:

The Surge 2 - 01

The Surge 2 - 02

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@eliasdaler eliasdaler commented Oct 1, 2019

Some tools I've made for my game:


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@hilbertdu hilbertdu commented Oct 6, 2019

A game ui editor using imgui docking branch for cocos2d-x ui design,unfinished.
I think imgui is very suitable for game tools development as it is self-contained and very easy to extend.
Hope it will be more widely used in the future!


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@ocornut ocornut commented Oct 8, 2019

Spotted on the internet (lost the exact source) edit from

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@geaz geaz commented Oct 12, 2019

During the last four weeks I was implementing a Game Boy emulator and Dear ImGUI was a great help! Thanks for this great library! :)


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@fr500 fr500 commented Dec 14, 2019

@DrJedikiah are you gonna release source for that?

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@philrdubois philrdubois commented Dec 14, 2019


I was just being tired of not having a proper offline JSON editor. :)


Oh, and customizable colors! :D

@Iniquitatis :
Do you have a download link or source code for this that you'd like to share? I've been looking for something just like this for months!

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@fetails fetails commented Jan 11, 2020

Particles with my "engine", although i have a problem...
It seems that i can't put japanese text in the menu?

// Setting the font:
io.Fonts->AddFontFromFileTTF( font, 16, NULL, io.Fonts->GetGlyphRangesJapanese( ) );
// Setting the title of the menu
if ( ImGui::BeginMenu( u8"Richi あち", false ) )```

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@ocornut ocornut commented Feb 10, 2020

Moved to: Screenshots Part 10 #2847

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