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Making Advanced GUI Applications with Godot

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Re: Making Advanced GUI Applications with Godot

#151
post #47

Earlier quoted context omitted.

The overhead and complexity of a dozen different IDEs, JS frameworks, 4 browsers, 2 mobile phone platforms, etc etc is less complex? In a day to day engineering perspective it’s all a mess of abstraction and indirection anyway? If we’re going to optimize ONE stack, I’d prefer the one with all the optimized rendering and input mapping, rather than hacking that all into a bloated document parser like we’re hacking into…

For one applications need familiarity and uniformity. Games don't. For example games have exactly zero accessibility support, system actually knowing about what is being rendered is quite useful for it to provide tools like voice over. What about IME? > If we’re going to optimize ONE stack Why would we though? There are different classes of applications and there are multiple platforms with different conventions. Dif…

> For example games have exactly zero accessibility support, system actually knowing about what is being rendered is quite useful for it to provide tools like voice over.

Some engines do have accessibility support. Most games don't do accessibility because it costs money. Same as web apps, by the way. It is not a technical limitation.

> What about IME?

What about it? It works just fine in any proper engine. There are a lot of non-Latin-charset speakers in the world...

Re: Making Advanced GUI Applications with Godot

#152
post #22

There is so much bullshit and lies about Qt5, I won't bother finishing that piece of crap: Erik Engheim: Qt5 is 5GB Actual fact (on arch linux): qt5-base = 64.07 MiB, qt5-declarative = 24.72 MiB, qt5-quickcontrols2 = 8.56 MiB > Try having somebody look at a Qt design you made. “Oops sorry you need a 5 GB download to do that. Oh and btw you need to register an account on a website, login and search really hard to find…

> Honestly I don’t remember much of the details of what QML was like working with. I just remember it was not as intuitive as I would have wished. In my personal experience and opinions QML is the best domain specific language for GUI development I’ve ever used and was a dream to work with in comparison to others. Nowadays, my UIs are mainly react based web applications and I often wish I could use QML instead and dr…

I can only second this. My open source side project [1] UI is written in QML. The best feature of QML is that it forces you to separate your UI and your c++ core logic.

[1]https://screen-play.app/ (Live wallpaper)

Re: Making Advanced GUI Applications with Godot

#154
post #20

Earlier quoted context omitted.

> visual scripting is really bad for now Are there any visual scripting languages that aren't terrible? The system in unreal works but every time I use it I find myself wanting a text editor (I have spent years learning to program well, be that C++ or shaders, just let me do that!).

The node/noodle system in Blender is really good.

There's a node system in Blender?

Re: Making Advanced GUI Applications with Godot

#156

I did an Ask HN [1] about this topic a little while ago. Most relevant comment [2], from gunibert is here: The problem in a framework like GoDot is, that it is meant for Games. A game renders screens in 30/60 fps. A Desktop application like a Gtk application does exactly nothing if you dont interact with the application. If you click a button only the button gets re-rendered. This is more efficient then using somethi…

>game engine which has no concept about damaged regions Sorry, just: no. Game engines which don't handle rectangle updates are poorly designed junk. BTW, most game engines do keep track of regions needing update - its one of the most important aspects of performance tuning, for any app which presents objects on a screen to the user. Usually, the OS is doing this for an app in the apps own context - game engines also…

I've been made aware after posting this comment.

I just figured that I'd share what appeared to be a useful comment from someone else the last time I participated in a discussion about this, I'm glad I did as I now have a number of further resources to do better research.

Also, just took a look at MOAI, it looks pretty cool, I'll have to add it to the list of things to play with when bored.

Re: Making Advanced GUI Applications with Godot

#158
post #131

Earlier quoted context omitted.

A media player is a bad choice since it usually requires a very specialized library.

Even better. The comparison is of the GUIs themselves anyway. Have both use the same specialised libraries. If anyone wants inspiration, Winamp is the gold standard for media players with excellent GUI bling and skinning.

This makes no sense to me.

If your test involves two different GUI systems running the same 'specialised libraries', you are running the specialised libraries, not the GUI systems.

A media player involves heavy crunching and streaming and memory I/o, and access to the GPU if possible - these things that game engines excel at.

Most GOOD game engines are in fact an entire operating system, abstracting away the host operating system, and attempting to depend on it very minimally - giving coders an environment which does not have to conform to "business user" semantics.

This doesn't mean game engines don't burn through energy. But on mobile, at least, most of the good game engines do allow you to fine-tune your frame-rate such that, indeed, you don't need to update anything - video or stream - at all unless some event happens..

It would be an interesting test - but beware that there are multiple approaches, and even plain ol' definitions, for how a 'game engine' differentiates from an 'operating system'.

The two systems of thought have been intertwined, commercially, for decades...

Re: Making Advanced GUI Applications with Godot

#159
post #149

Earlier quoted context omitted.

I'd love to see a comparison of a simple application, e.g. a media player in Qt vs Godot using this mode, and see which one drains a laptop battery quicker.

Not sure if media player is the best choice, since playing a video is similar to a game and I guess that most of the battery power goes into decoding and displaying the video not the surrounding gui for play buttons and the like. I would rather see how they fare with a classic GUI like a text or spreadsheet editor. Maybe for simplicity sake a calculator or an IRC client, then you just have to join an active channel a…

... you're 100% right, I meant to say music player. Basically the idea is to have something that does have to run in the background constantly, with some updating UI elements (e.g. position slider), but doesn't use too much battery on its own. The issue with a text editor is that unless you have some automated way of entering text it may be hard to compare the two. IRC is maybe not a bad idea.
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