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Using a game engine to write a GUI to the OpenBSD package manager

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21–26 of 26 posts

Re: Using a game engine to write a GUI to the OpenBSD package manager

#21
post #13

Godot 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

The big thing that this misses is accessibility.

I'm sure they're accepting Pull Requests.

Re: Using a game engine to write a GUI to the OpenBSD package manager

#22

Godot 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

I wanted to see if they actually handle text well ( https://lord.io/text-editing-hates-you-too/ ) but every one I download to Mac the OS said "This App is damaged and can't be opened"

I'd suggest contacting the authors or just downloading Godot itself as all the UI is the same as those people are using.

Re: Using a game engine to write a GUI to the OpenBSD package manager

#23
post #19

Godot 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

What makes it better than others?

Layout is almost WYSIWYG and easy to get started with a simple download, resulting binary is small, really easy to integrate with an underlying 2D or 3D scene, lots of controls, built in scripting for simple things, great interop with native code for complex things, can deploy to multiple platforms with one project, everything is open source.

Re: Using a game engine to write a GUI to the OpenBSD package manager

#25
Cool. Recently I had to decide on a cross-platform solution for Mac, Windows, and potentially iOS and Android. After looking into quite a few candidates and reading a lengthy thread on here covering that very topic, my conclusion (and that of the HN thread as well) was that Qt was still the most viable solution. That is what we went with, and it's working out reasonably well. But I have wondered about game engines and Godot specifically, given its lighter, 2-D focus.

Our app makes use of quite a few system/hardware resources, like USB and Bluetooth. Qt (irritatingly) lacks a USB library, so it has no advantage over a game engine there. But what about other system utilities like menus, disk access, and so forth? And of course mobile targets seem problematic. Can anyone weigh in on Godot vs. Qt for cross-platform/cross-device-type applications?

Re: Using a game engine to write a GUI to the OpenBSD package manager

#26
post #19

Earlier quoted context omitted.

What makes it better than others?

Layout is almost WYSIWYG and easy to get started with a simple download, resulting binary is small, really easy to integrate with an underlying 2D or 3D scene, lots of controls, built in scripting for simple things, great interop with native code for complex things, can deploy to multiple platforms with one project, everything is open source.

Does it support custom UI elements?
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