Unit health bars with NoesisGUI
Posted: 18 Feb 2018, 13:06
I'm currently evaluating if we could use NoesisGUI for a RTS game. In this kind of games you have unit health bars which are rendered in world space and use billboarding to always face the camera. In a very simple case this could be just a plain quad texture however we plan on having some more complex health bars, which contain text and additional information, e.g. like these:

We use the Unity game engine for building our game. From what we gather from the documentation NoesisGUI renders either on top of a camera (screen space overlay) or into a render texture that could be put on a quad in world space. So in theory I could create a render texture per unit, let Noesis render our complex unit health bar into that and then render this on the quad in world space which billboards to the camera. However, having potentially a few hundred units on screen, I'm concerned about the performance implications of having Noesis render to hundreds of little render textures. Also I would need to have a way of culling out units that are offscreen, so Noesis would not have to render the UI for them.
I couldn't find anything in the documentation on how to approach this, so I wonder if Noesis would be a good fit to draw lots of little world space UI elements like this and if so how this could be done in an efficient way.

We use the Unity game engine for building our game. From what we gather from the documentation NoesisGUI renders either on top of a camera (screen space overlay) or into a render texture that could be put on a quad in world space. So in theory I could create a render texture per unit, let Noesis render our complex unit health bar into that and then render this on the quad in world space which billboards to the camera. However, having potentially a few hundred units on screen, I'm concerned about the performance implications of having Noesis render to hundreds of little render textures. Also I would need to have a way of culling out units that are offscreen, so Noesis would not have to render the UI for them.
I couldn't find anything in the documentation on how to approach this, so I wonder if Noesis would be a good fit to draw lots of little world space UI elements like this and if so how this could be done in an efficient way.