I did a lot of tutorials on my YouTube channel on how to start making GUI applications with Godot. The visual scripting is really bad for now, so I would stick with GDScript (a Python like language) or C#. It is really a great piece of software to make something quick for non-technical people. I really recommend anyone to explore and play with it a bit and I'm sure you'll find a use for this amazing engine.
> 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!).
Making Advanced GUI Applications with Godot
181–190 of 259 posts
Re: Making Advanced GUI Applications with Godot
#182Earlier quoted context omitted.
Are you speaking out of professional experience? Do you know of cases where not implementing accessibility really did become a big financial hazard? Imagine the headline "company goes bust due to regulatory violations after hiring blind person". That would basically be sending the message "never hire a blind person", because no company can ever be sure to be in compliance.
> Are you speaking out of professional experience? Do you know of cases where not implementing accessibility really did become a big financial hazard? Not sure what are you saying here. Are you saying that while it might become a law, companies that can't find the money to comply don't need to comply in such cases..? Or that it hasn't happened yet, so it's not bound to happen?
I'm asking.
Often times, people make claims based on what they think should be happening. That doesn't mean it is happening.
Re: Making Advanced GUI Applications with Godot
#183Earlier quoted context omitted.
>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
#184There 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…
Re: Making Advanced GUI Applications with Godot
#185Earlier quoted context omitted.
As mentioned in the article Godot has a low processor usage mode: > If true, the engine optimizes for low processor usage by only refreshing the screen if needed https://docs.godotengine.org/en/stable/classes/class_os.html...
Why would any engine re-render if it's not needed? It will still have benefits even on desktops.
Re: Making Advanced GUI Applications with Godot
#186If you want to use this in a business, either for an internal tool or for an application you sell, this is a horrible idea. Godot doesn't display native widgets, so it has no support for accessibility, for example to screen readers and blind users. Some people think blind people bring too little profit to care, but this is wrong for one single reason. There are some laws mandating accessibility, and more laws are bei…
Re: Making Advanced GUI Applications with Godot
#187QtWidgets works really hard to try and remain native (both by reusing the platform window pointers, and mimicking style and functionality). That for me is worth it. While the article constantly complains about dev tooling size, a reasonable complaint, my DLLs I ship w/ my Qt program are just 20MB (so I'd suspect a similar size increase to a single binary were I to statically link). If I didn't care about native look…
I have an (admittedly simple) application using QtWidgets that is under 10 MiB statically linked.
Re: Making Advanced GUI Applications with Godot
#188If you want to use this in a business, either for an internal tool or for an application you sell, this is a horrible idea. Godot doesn't display native widgets, so it has no support for accessibility, for example to screen readers and blind users. Some people think blind people bring too little profit to care, but this is wrong for one single reason. There are some laws mandating accessibility, and more laws are bei…
Fairbanks points out that there's risk in every design. How much it should influence your architecture depends on how much it matters to your project.
He uses the example of installing a mailbox. You shouldn't approach that with the same level of planning you'd use to architect a building. They're similar projects in some sense, but risk with the former is so much lower that it isn't worth it.
In this case, for some projects, the risk of low accessibility might be significant enough that it should be high priority. For others, dependency churn or framework bloat might be higher. Or tooling capabilities. It depends on what you're building.
Re: Making Advanced GUI Applications with Godot
#189Earlier quoted context omitted.
It's odd to see the "just 20MB" phrasing. I guess even native applications have expanded to the point where 20MB seems small, but in absolute terms I still consider that quite large --- to put things into perspective, a full installation of Windows 3.11 , the OS with all of its included applications, is less than 20MB. I wonder if, in another 20 years, we may see people speaking of "just 20GB"...
IIRC, the single biggest component of that 20MB is the ICU Unicode library. It may be double the size of Windows 3.11, but it supports multiple languages.
Re: Making Advanced GUI Applications with Godot
#190In part criticizing SwiftUI: > While you get a GUI inspector panel for your GUI components you are still forced to largely write the GUI in code. Well yes. The time and experience (at least for me) has shown that designing UIs anywhere outside the code will eventually bite you. Not to mention that from the very moment a second person joins your team you can practically throw your version control system out of the win…
> designing UIs anywhere outside the code will eventually bite you. With Godot it is possible to design the UI in code--the editor itself uses that approach, e.g.: https://github.com/godotengine/godot/blob/27d12092821df77a61... > you can practically throw your version control system out of the window for UI files. While not "perfect" with VCS (there's a bit of automatic-generated file content churn at times), Godot s…