Show HN: GodotOS – Fake operating system interface made in the Godot engine
201–210 of 292 posts
Re: Show HN: GodotOS – Fake operating system interface made in the Godot engine
#202Re: Show HN: GodotOS – Fake operating system interface made in the Godot engine
#203Earlier quoted context omitted.
Electron has literally thousands and thousands of very, very complex UI/UX features offered by the OS, plus thousands and thousands of very, very complex UI/UX features offered by a browser engine. Godot has barely nothing compared to that, as it's not an UI toolkit and never tried to be. Even basic things like "rendering text correctly in multiple languages, with emojis, while making it selectable with the mouse or…
Video game engines absolutely handle text rendering across a wide range of languages. Not all games involve complex text input, but it’s a sufficiently common need that’d I’d expect a generic engine to support robustly. Accessibility is often language in game technology. That should be better. To be honest my first reaction was negative to this idea. But if your comments and links have done anything it’s convince me…
And I never said video games can't handle text. I said it currently can't do it at the same level as the OS or browser, with all the features.
Implementing is of course possible. But unlike something like React Native, or Electron, if you want to keep the rendering model of game engines, you won't be able to leverage 40+ years of OS development and 30+ years of browser development. You gotta restart from scratch. The ceiling here is something like Flutter, which cost Google millions of dollars.
It even remains to be seen if performance will be even comparable to Electron if someone implement all the missing features.
> "Accessibility is often language in game technology. That should be better."
There are exactly zero game engines or game engine libraries currently that provide the automatic accessibility at the level of something like Electron. This is something else that must be rebuilt from scratch.
Re: Show HN: GodotOS – Fake operating system interface made in the Godot engine
#204Earlier quoted context omitted.
Godot 4 has proper multi-window support. > schema validator > opening a TCP connection You should be using C# for stuff like that. Ignore the Godot API, just use .NET 8. But I agree that any game engine is a poor fit for general applications.
> Godot 4 has proper multi-window support. Could you give me a link please? The Godot editor itself can't do multi-window and I haven't found a clear explanation on how to do that in the games either. > You should be using C# for stuff like that. Ignore the Godot API, just use .NET 8. I use the non-dotnet version of Godot, I'm not happy with the confusing licensing Microsoft has put around .NET [1]. If anything, I'll…
[0] https://github.com/dotnet/runtime/blob/main/LICENSE.TXT
[1] https://github.com/dotnet/runtime/blob/main/PATENTS.TXT (I think there was another document, please post the link if you remember which one)
Re: Show HN: GodotOS – Fake operating system interface made in the Godot engine
#205Earlier quoted context omitted.
Video game engines absolutely handle text rendering across a wide range of languages. Not all games involve complex text input, but it’s a sufficiently common need that’d I’d expect a generic engine to support robustly. Accessibility is often language in game technology. That should be better. To be honest my first reaction was negative to this idea. But if your comments and links have done anything it’s convince me…
I never said it was impossible, I just said that a lot of what's currently possible in game engines is absolutely dogshit compared to even Electron. This is not really an opinion, the features just aren't implemented yet, and UX is not a concern. And I never said video games can't handle text. I said it currently can't do it at the same level as the OS or browser, with all the features. Implementing is of course poss…
The actual metric is “can they handle text at a sufficient level”. I’m inclined to say yes.
> Due to the rendering model of game engines, you won't be able to leverage 40+ years of OS development and 30+ years of browser development. You gotta restart from scratch.
Oh baby don’t threaten me with a good time.
Web browsers are kinda terrible at UX. Native mobile apps are sooo much better than web.
> There are exactly zero game engines or game engine libraries currently that provide the automatic accessibility at the level of something like Electron. This is something else that must be rebuilt from scratch.
It’s weird that you say “nothing to level of electron and therefore must start from scratch”. As if there aren’t already libraries and utilities to build off of. At the end of the day electron “just” uses the documented Windows API! It’s not a trivial project. But it’s hardly insurmountable.
Re: Show HN: GodotOS – Fake operating system interface made in the Godot engine
#206Re: Show HN: GodotOS – Fake operating system interface made in the Godot engine
#207Earlier 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…
Sublime Text and Blender (and I guess the majority of CAD applications) creates their own UI engine. That would be better than the current state of electron apps, but most UI engines I encounter have support for custom elements. The issue is more wanting access to lots of cheap developer resources than branding.
Re: Show HN: GodotOS – Fake operating system interface made in the Godot engine
#208...actually, is GodotOS any less of an operating system than early versions of Windows?
Re: Show HN: GodotOS – Fake operating system interface made in the Godot engine
#209Earlier quoted context omitted.
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.
Except, maybe, for the fact that they are attempting to run anything Electron at all on their device, it is not a configuration problem to use a machine that was manufactured a couple years ago and was most likely not top-of-the-line hardware even back then. (In my particular case I've a passively cooled laptop from like 2021; The limited compute resource available to applications in that device really made me apprec…
Of course you can always go less powerful but at one point you just can't use all more complex editors. It's not an electron issue.
Re: Show HN: GodotOS – Fake operating system interface made in the Godot engine
#210Earlier quoted context omitted.
Are you running a 15 year old netbook or something? I've never noticed any input lag in VSCode or Slack (or any other Electron apps I can think of)
You're probably used to high latency.
Only those who have used systems yielding low input latency (e.g. Commodore 64, BeOS or the Amiga) can tell that something is very wrong.