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A forum post by JackyPrower

Creating HUDs is currently kind of a juggler performance between textboxes (with their limitations, especially regarding grouping and shapes), sculpt/paint and Head Tracker, which has its own set of quirks, missing features and limits.

Most of the time, you just want an HUD (either 2D or 3D) to sit on a "different plane" compared to the rest of the image, not being affected by Camera Zoom, scene lighting or player movement.

Also, you would want to be able to create all kinds of shapes with specific tools, instead of relying on rigid textboxes or fiddly paint for more creative shapes.

A separate HUD mode would solve problems with on-screen elements creation, positioning, management, and ultimately make ti possible to create interfaces way easily than the current "juggler" approach.

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