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

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

#11
post #7

Earlier quoted context omitted.

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…

I'm afraid I only used it for some toy applications and it was mostly fine, but I do concur that if you're going for a 'just a bunch of forms' desktop application you'll find more out-of-the-box features in something like Qt. If, however, your application mostly consists out of custom GUI elements then JUCE is pretty compelling.

Thanks!

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

#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.

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

#14
post #12

I mean why not just put Unreal Engine in the boot loader.

Perhaps a little later in the boot process perhaps? Its likely possible. After all, the unreal engine does have at least some rudimentary 3d graphics support.

unreal engine is more than just rendering. Like QT, it's a cross platform application toolkit. There's no reason you couldn't port the underlying platform (which is reasonably well abstracted) to something lower level

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

#15
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.

There are a few accessibility plugins IIRC but yeah it could be much better in that regard.

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

#16

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

And the great thing is that they are using their own UI to build the Godot Editor itself.

There is even an alpha build of the editor that runs on Android (and even inside the Oculus Quest).

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

#18

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"

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

#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?

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

#20

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

Does the UI toolkit support basic text operations like copy-pasting or selecting text? This is a common problem in the alt-UI scene, basic stuff doesn't work after years of development. I don't want to ship an electron app either but at least it has everything everyone has come to expect.
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