Making Advanced GUI Applications with Godot
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Re: Making Advanced GUI Applications with Godot
#2Having said that, the other issues concerning Qt may be valid, but for a code-only set of widgets, they work for me. For these kinds of comparisons to have value, you have to list the pros and cons of all things, not just the pros of what you like and cons of what you don't.
Re: Making Advanced GUI Applications with Godot
#3Does Godot handle this stuff well? I have no idea. I wish the post did a better deep dive. I know Unity doesn't compare well to the native APIs in these regards.
Re: Making Advanced GUI Applications with Godot
#4Re: Making Advanced GUI Applications with Godot
#5Re: Making Advanced GUI Applications with Godot
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#7Re: Making Advanced GUI Applications with Godot
#8This just reads like a godot advertisement...it only has good things to say about godot and only bad things to say about any other library. It's really hard to take the article seriously with so much blatant bias. It also seems to leave out any technical information that a developer using the engine would want to know, like how well it integrates with existing code, what paradigms it uses compared to other UI engines…
It's just bringing up an option that most developers wouldn't even consider. This article is asking a question, and just focuses on providing enough detail to frame that question.
I don't think the negativity is justified.
Re: Making Advanced GUI Applications with Godot
#9This just reads like a godot advertisement...it only has good things to say about godot and only bad things to say about any other library. It's really hard to take the article seriously with so much blatant bias. It also seems to leave out any technical information that a developer using the engine would want to know, like how well it integrates with existing code, what paradigms it uses compared to other UI engines…
"I would bet that the easiest thing would be FLTK. You can use system colors and make an openGL window while having everything else you would expect in a UI library. Executables with no dependencies start at a few hundred KB and it is very fast. There is even a single big pdf for documentation and dozens of examples that show off every widget. FLTK is very underrated these days because no one is out there marketing it.
GLFW and IMGUI are great libraries, but once you start wanting a program with various modal and non-modal windows, menus, widget layout, a native look, file dialogs, fonts, drag and drop, copy and paste, unicode, spreadsheet tables, physical printing, custom widgets, functions to hide OS specific system stuff (like stat, directory listing etc.) you might wish you had started with something made for what you are trying to do. "
Re: Making Advanced GUI Applications with Godot
#10UIs in game engines are pretty different from the look-and-feel you get using native components or QT. Even with Electron apps, the text fields and buttons that you start with are at least native to the platform.