Using a game engine to write a GUI to the OpenBSD package manager
1–10 of 26 posts
Re: Using a game engine to write a GUI to the OpenBSD package manager
#2I tell you, there are very few things more satisfying than seeing the same high performance C++ codebase running on Windows, Linux, MacOS, iOS and Android .. and the users don't know, don't care, and remain happily oblivious to the fact that none of the controls they are so gleefully slinging around are native. They Just Work™. (Including with Accessibility features..)
[1] = http://juce.com/
Re: Using a game engine to write a GUI to the OpenBSD package manager
#3I've done something similar, but with JUCE [1] - which is a very amazing framework for building audio software, plugins, synthesizers and things. I tell you, there are very few things more satisfying than seeing the same high performance C++ codebase running on Windows, Linux, MacOS, iOS and Android .. and the users don't know, don't care, and remain happily oblivious to the fact that none of the controls they are so…
Re: Using a game engine to write a GUI to the OpenBSD package manager
#4Re: Using a game engine to write a GUI to the OpenBSD package manager
#5I've done something similar, but with JUCE [1] - which is a very amazing framework for building audio software, plugins, synthesizers and things. I tell you, there are very few things more satisfying than seeing the same high performance C++ codebase running on Windows, Linux, MacOS, iOS and Android .. and the users don't know, don't care, and remain happily oblivious to the fact that none of the controls they are so…
I actually came across JUCE the other day for the first time. I was wondering -would it be a really terrible idea to make a general purpose cross-platform GUI with this?
It has a focus on audio because that's its niche and where it originally came from, but it's fine to use it for general purpose stuff. Is that what you mean?
Re: Using a game engine to write a GUI to the OpenBSD package manager
#6Re: Using a game engine to write a GUI to the OpenBSD package manager
#7Earlier quoted context omitted.
I actually came across JUCE the other day for the first time. I was wondering -would it be a really terrible idea to make a general purpose cross-platform GUI with this?
Why would it be terrible? JUCE is meant to write general purpose cross-platform GUIs with. It has a focus on audio because that's its niche and where it originally came from, but it's fine to use it for general purpose stuff. Is that what you mean?
Admittedly I didn't dig really deep so I don't know how valid these criticisms are - so I was wondering if you had some tales from the trenches and how it stacks up against "less niche" UI kits.
Re: Using a game engine to write a GUI to the OpenBSD package manager
#8Found this article about advanced GUIs with godot https://medium.com/swlh/what-makes-godot-engine-great-for-ad...
Re: Using a game engine to write a GUI to the OpenBSD package manager
#9Earlier quoted context omitted.
Why would it be terrible? JUCE is meant to write general purpose cross-platform GUIs with. It has a focus on audio because that's its niche and where it originally came from, but it's fine to use it for general purpose stuff. Is that what you mean?
Basically, yes. I came across a few comments that suggested it was great for audio UIs, but very unwieldy for anything outside that (things like non-Latin text rendering, navigation stacks, etc). So while it was possible to build general UIs in JUCE, you needed to go to a lot of effort (at least compared to something like Qt/Flutter/etc). Admittedly I didn't dig really deep so I don't know how valid these criticisms…
If, however, your application mostly consists out of custom GUI elements then JUCE is pretty compelling.
Re: Using a game engine to write a GUI to the OpenBSD package manager
#10Godot has become really popular for writing applications because the UI toolkit is absolutely fantastic. Here’s a sample just from itch.io: https://itch.io/c/651672/tools-made-with-godot-engine