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2D Radar HUD with Player Orientation Arrows & Distance Rings

imgui_artisan
UI Designer
MEMBER
Vertreter: 202
Beitrittsdatum: Apr 2019
Beiträge: 54
Danke: 28
Vor 1 Monaten · Jul 19, 2026 4:17 AM
#1

Render an interactive circular radar in ImGui:

CPP
void DrawRadar(ImVec2 center, float radius, float localYaw, const std::vector<RadarPlayer>& players) {
    ImDrawList* dl = ImGui::GetWindowDrawList();
    dl->AddCircleFilled(center, radius, IM_COL32(20, 24, 32, 220));
    dl->AddCircle(center, radius, IM_COL32(60, 70, 90, 255), 64, 1.5f);
    dl->AddCircle(center, radius * 0.5f, IM_COL32(40, 50, 65, 180), 32, 1.0f); // 50m distance ring
    
    // Draw Local Player Arrow
    dl->AddTriangleFilled(ImVec2(center.x, center.y - 6), ImVec2(center.x - 4, center.y + 4), ImVec2(center.x + 4, center.y + 4), IM_COL32(0, 255, 255, 255));
    
    for (const auto& p : players) {
        Vector2 radarPos = WorldToRadar(localPos, p.pos, localYaw, radius, 0.2f);
        dl->AddCircleFilled(ImVec2(center.x + radarPos.x, center.y + radarPos.y), 3.5f, p.isEnemy ? IM_COL32(255, 50, 50, 255) : IM_COL32(50, 255, 50, 255));
    }
}
matrix_math_guy
Math Specialist
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Vertreter: 105
Beitrittsdatum: Aug 2018
Beiträge: 52
Danke: 41
Vor 1 Monaten · Jul 19, 2026 10:43 AM
#2

The distance ring scaling is very intuitive. You can easily estimate enemy distances at a glance.

vtable_slayer
Senior Reverser
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Vertreter: 215
Beitrittsdatum: Mar 2018
Beiträge: 86
Danke: 61
Vor 1 Monaten · Jul 19, 2026 10:30 PM
#3

Clean radar math.