Earlier quoted context omitted.
I have never encountered an Electron app that can even display the results of keystrokes in a timely manner, and that includes vscode. All Electron apps waste system resources to an obscene degree. Also, Electron apps have already thrown away OS conventions to the point that user interface consistency has become a thing of the past. I don't believe that either choice is ideal, but if Godot were ubiquitous instead of…
Something is very wrong with your system configuration if VS Code has issues showing keystrokes in realtime. It's not a VS Code or electron problem.
Show HN: GodotOS – Fake operating system interface made in the Godot engine
161–170 of 292 posts
Re: Show HN: GodotOS – Fake operating system interface made in the Godot engine
#162Earlier quoted context omitted.
When will someone go all in and release a hack game with hundreds of emulated real little servers of various operating systems and vulnerabilities?
I’ve always thought it would be interesting to try something like that for a LARP. It would be fun to run in an “anything goes” type setup. Get a cheap raspberry pi and install some really old Linux kernel with plenty of well know holes. I’d worry about delineating between game-machines and real ones. It would have to be totally isolated from the real network I guess.
Re: Show HN: GodotOS – Fake operating system interface made in the Godot engine
#163I remember when Notch was playing with this space game with a slimed down assembly language he created. He stopped working on it unfortunately, but I still think there's a whole potential genre of hacking on a game. Not a "press F" to hack, but a legit log into this system, get/change whatever. Having a legit in-game OS seems like a good step forward.
Factorio has a mod where you can program electricity circuits using assembly, I forgot the name. You place a "computer facility", connect to the signal network, then open a terminal to start programming. It's pretty cool because factories can be very complex, giving it real utility. And you can communicate over the wire with fair sophistication using items as signal symbols. The clock speed of the devices was limited…
Re: Show HN: GodotOS – Fake operating system interface made in the Godot engine
#164I remember when Notch was playing with this space game with a slimed down assembly language he created. He stopped working on it unfortunately, but I still think there's a whole potential genre of hacking on a game. Not a "press F" to hack, but a legit log into this system, get/change whatever. Having a legit in-game OS seems like a good step forward.
Re: Show HN: GodotOS – Fake operating system interface made in the Godot engine
#165Earlier quoted context omitted.
No it's better for an os UI. A web page UI is better with electron where you click on a link an open a page. But floating windows with resizeable and highly dynamic UIs Godot is likely easier, better and much more well suited. HTML was never intended for dynamic interfaces. Whenever you diverge beyond what it does best which is hypertext, things become more and more hacky and awkward. If you wanted to design an os UI…
> Developers with nothing better to do keep coming up with new abstractions trying to build for a moving target Bullshit. React is almost 11 years old, the only other two really popular competitors are 10 and 13 and use the same paradigm. Everything else in this area is very experimental and tentative, as it should be, but it is mostly celebrated by people who, surprise, complain that "the web is too complex". Even "…
React has been changing a lot. And before react it changed even more. There's all kinds of change in the front end world and you know it. Not even close to bullshit.
>Everything else in this area is very experimental and tentative, as it should be, but it is mostly celebrated by people who, surprise, complain that "the web is too complex".
Webgl and svg are experimental? I don't think so. Using CSS + HTML + Javascript to build an Windows like application is more experimental.
>Even "new hotness" like Tailwind is based off quite old Atomic CSS ideas that started in the late 2000s and early 2010s at Yahoo.
I never talked about whether something is based off of old technology. I'm just saying all the state of the art is always changing constantly as people build new things. Whether those new things are recycling old ideas is besides the point. The main problem is that each "new" thing is placed as this big ugly layer above something that was designed to be a high level interface anyways.
Re: Show HN: GodotOS – Fake operating system interface made in the Godot engine
#166My urge is to lift logic up to the parent of any group of interactions, and let nodes just be renderers. But I understand that is absolutely not the design philosiphy of Godot, and probably won't scale.
Re: Show HN: GodotOS – Fake operating system interface made in the Godot engine
#167I remember when Notch was playing with this space game with a slimed down assembly language he created. He stopped working on it unfortunately, but I still think there's a whole potential genre of hacking on a game. Not a "press F" to hack, but a legit log into this system, get/change whatever. Having a legit in-game OS seems like a good step forward.
You'll be writing scripts to scan the net for open ports, automatically "hack" into them, then globally balance allocate memory between all of them according to certain parameters to make the hack the most "profitable". You'll be writing elementary socket communications, building scripts to feed analytics back to your home PC, even alogirthmic trading in a fake stock market. I had fun with it.
Re: Show HN: GodotOS – Fake operating system interface made in the Godot engine
#168Looks great! I know there are a bunch of games that use this kind of setting (fake OS) as the main mechanic. Her Story comes to mind [1]. 1: https://store.steampowered.com/app/368370/Her_Story/
Re: Show HN: GodotOS – Fake operating system interface made in the Godot engine
#169>written in GDScript Quite unfortunate.
Re: Show HN: GodotOS – Fake operating system interface made in the Godot engine
#170This reminds me of a time circa 2005 where "Sub OSes" were somewhat popular in the GameMaker community. Seems that given enough time someone will try to make an OS-like interface in a given game engine. It was a great way to understand UI and usability paradigms beyond building game mechanics. This definitely triggered some pleasant nostalgia for me.
Nice to see someone else who also remembers those. I was the creator of Tiagix OS, AFAIK one of the first subOSes that actually had support for creating apps for it. Learned a lot about GUI toolkits making it, since I had to implement one from scratch for it.