Earlier quoted context omitted.
It's not a gross misinterpretation. I'm sorry, but a huge portion of the evidence you've stated was simply the ages of certain technologies and using that as invalid evidence for your arguments. I've clearly presented evidence to the contrary and you simply call it a gross misinterpretation without even providing a counter argument? Your job is to prove why ages of technologies is relevant to your argument. If it's n…
My point was simply that the technologies we use are established, and haven't changed much. The age matters, because the current dominant players have been dominant for longer than jQuery was at the top. Your counterpoint was instead that React changed a lot, but I counter argued. You are free to disagree with that, of course, but instead chose to answer with "Come on man!!"... I understand that it might seem overwhe…
Show HN: GodotOS – Fake operating system interface made in the Godot engine
281–290 of 292 posts
Re: Show HN: GodotOS – Fake operating system interface made in the Godot engine
#282Earlier quoted context omitted.
Only nerds care about non-native widgets.
Native widgets come with a bunch of accessibility and localization features that are typically missing from naive custom widgets. A native English speaker with normal vision might naively assume that they could reimplement a widget that's just as good as the native one in less than a week, but the result will be awful for anyone who doesn't match that description. If you're building with web tech accessibility and lo…
Re: Show HN: GodotOS – Fake operating system interface made in the Godot engine
#283This just makes me yearn for a UI-centric minimal compilation mode for Godot. It's such an enticing target for GPU-rendered UI, and there are even some excellent libraries and plugins out there for making components that are useful in engineering or data analysis!
Re: Show HN: GodotOS – Fake operating system interface made in the Godot engine
#284I would love a write up on design philosiphy. I'm currently learning Godot coming from web dev, and finding the distributed business logic impossible to organize. I just don't know who, what, or where business logic should be. My 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…
"Parent of any group"
"Business logic"
Are just concepts you made up in your head.
Those are just nouns your using. They don't really mean anything.
You design your abstractions, you design your scene trees, such that you create an abstraction level that represents your "business logic".
Ie, in our games, we have a FriendsPanel which has a script that will render your friends list. It exposes it's dependencies: a FriendRow packed scene, and a reference of which nodepath to add the FriendRows to.
The game itself, well, the "business logic" will be different for each style of game and style of developer. I'm 10 years deep in indie game dev. My advice is to just fucking send it. My code now is pretty good, but gameplay code tends to be complicated AF and usually is huge procedural blocks. Resist your urge to modularize gameplay code. Your years away from being able to do that. Copy + Paste is a better modularization technique than whatever gong show abstraction your thinking of anyways.
(The best gameplay abstraction code I've ever seen is basically object type based collision response handling, a system like this is great for many games)
Your urge to refactor shit is your brain trying to do something that will take less calories than solving the problem of "why is this game not fun". It's procrastination.
Re: Show HN: GodotOS – Fake operating system interface made in the Godot engine
#285Earlier quoted context omitted.
> This would be sooo much worse from a UI point of view. All nice OS features (good text rendering, uniform text editing interface, accessibility, transparency) would all get chucked out the window. This is what is already happening with people using sandboxed-runtime containers (like Flatpak) and webapp wrappers (like Electron). Desktop UX is becoming a hodgepodge of siloed runtimes and inconsistent interface paradi…
> This is what is already happening with people using sandboxed-runtime containers (like Flatpak) and webapp wrappers (like Electron). Desktop UX is becoming a hodgepodge of siloed runtimes and inconsistent interface paradigms. Flatpak and Electron don't sabotage any of these things. Flatpak usage is entirely orthogonal, and Electron actually has best-in-class accessibility, i18n, text rendering, keyboard navigation,…
Flatpak does, you need to give access to xdg-config/fontconfig to each flatpak or globally for it to respect your fontconfig settings. I've hit this, and it's one of the reasons why I don't use nor want to use flatpak.
Re: Show HN: GodotOS – Fake operating system interface made in the Godot engine
#286Earlier quoted context omitted.
My point was simply that the technologies we use are established, and haven't changed much. The age matters, because the current dominant players have been dominant for longer than jQuery was at the top. Your counterpoint was instead that React changed a lot, but I counter argued. You are free to disagree with that, of course, but instead chose to answer with "Come on man!!"... I understand that it might seem overwhe…
Hey I'm not reading your response. As I said, I don't want to talk with you, so you are wasting your time irrationally talking to me. This conversation is over. Please leave.
Re: Show HN: GodotOS – Fake operating system interface made in the Godot engine
#287This is actually a great proof of concept for using Godot as a cross-platform framework for desktop applications. The distribution package is incredibly simple -- just a single executable and a data file -- and performance is excellent. This seems much superior to Flatpak and the like as a way to offer fully self-contained distro-agnostic binary packages, and vastly superior to Electron in the performance department.…
I was trying to think of arguments against it, so I thought about the fact immediate mode GUIs might not always be suitable, before I stumbled upon this post: https://stackoverflow.com/questions/47444189/what-are-the-pe... The only other downside I can think about is from a design standpoint, the application has to have the same design language across platforms, so it cannot have a native look for each. Any other con…
Re: Show HN: GodotOS – Fake operating system interface made in the Godot engine
#288Earlier 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?
Some time ago, I found a site that provided different variants of VMs you could download which contained exploits you could utilize to pwn the machines. There were also walkthroughs and guides available to teach you how to break in. Unfortunately I can no longer find the site, and my Google fu has failed me. Unlike Hack the Box, no signup was necessary, you could just download the VM and get started. Does anyone here…
Edit. Found it:
- What it used to be: https://web.archive.org/web/20180202211058/https://exploit-e...
- Mirror: https://exploit.education/
- Also can be downloaded at vulnhub: https://www.vulnhub.com/series/exploit-exercises,11/
Re: Show HN: GodotOS – Fake operating system interface made in the Godot engine
#289Earlier quoted context omitted.
And people with disabilities.
Accessibility can be implemented for third party GUI toolkits. Qt: https://doc.qt.io/qt-6/accessible.html Web: https://developer.mozilla.org/en-US/docs/Web/Accessibility Even immediate mode toolkits can do it: https://news.ycombinator.com/item?id=33859697 Accessibility is not a reason to use first party widgets. It's a reason to use widgets with good accessibility support.
Re: Show HN: GodotOS – Fake operating system interface made in the Godot engine
#290This 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.
https://forum.gamemaker.io/index.php?threads/gm8-subos-proje...