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Godot 4.6 Release: It's all about your flow

godotengine.org

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Re: Godot 4.6 Release: It's all about your flow

#131

Is there anything in this which will make it easier/better to make GUI applications? https://github.com/derkork/openscad-graph-editor kind of has me considering using Godot for creating a drawing program....

Check Lorien, a whiteboard/drawing app made in Godot. https://github.com/mbrlabs/Lorien

Tried. It doesn't support palm rejection on a touch screen w/ a stylus, so is useless to me.

Re: Godot 4.6 Release: It's all about your flow

#132
post #107

Earlier quoted context omitted.

The future of cross-platform toolkits for graphical apps is Godot ("GDTK"?), instead of Electron?

A fork of Godot optimized for native apps would be a good idea. Especially if it learned the lessons of the web stack and used basic text-based formats for describing layout and theming (like HTML and CSS). Maybe something like QT. Something simple, flexible and portable that's as easy to use as Electron but doesn't require lugging around a 60mb Chromium instance for every application. Some work would need to be done…

This is how GTK came about. Literally "GIMP Toolkit". They took the widgets that the GIMP creators had created, and turned it into a general-purpose toolkit for other apps to use, due to issues with Qt.

The comments about web stack stuff is probably off. Godot is already a pretty featureful UI framework + form designer that makes anything the "frontend" world has ever produced seem like they only had a fraction (1-to-10%) as much time and resources to build, compared to what Godot was already shipping in 1.0, (even though the reverse is true).

Re: Godot 4.6 Release: It's all about your flow

#133

Earlier quoted context omitted.

I wonder the same thing, but with an emphasis on app mobile development. Godot from project setup to running on my Android is way more effortless/lightweight experience than doing the way of AndroidStudio and/or Flutter stuff. What I dream of is making a Lua binding for essential godot GUI control nodes using GDExtension and using this LibGodot to own the engine loop, so I can do all the app code in Lua. So, I may ha…

> but for writing a complete application I would want to develop in my language/editor/ecosystem of choice For well over a year now, you can use an external editor (VSCodium or whatever) and set it in Godot settings (so that clicking a script icon in the scene tree opens that file, and clicking a signal handler in the properties pane jumps to that line), and the LSP for GDScript (which is hosted by your running Godot…

Yes! I am aware of that functionality, and I've tried it, but this just substitutes the Godot code editor with an external one while keeping the rest of the Godot editor.

In short terms, Godot development workflow has three pieces at least: editor interface(nodes, viewport, etc) + code editor(can be external through LSP) + game/app running.

What I'm trying to say is that app development doesn't strictly need the editor interface at all. For instance, when I'm developing an app with web technology I usually just have a text editor on the left, with my language of choice server side rendering html, and the browser on the right with the "app running".

It would be lovely to spawn the Godot editor and drag around interface components experimenting with them(like the inspector tool on browsers), but usually I just want the peace of mind of having the code and the app running.

So what I'm envisioning is that it would be possible to call Godot in my language of choice just like I would call a normal framework(PyGame in python, Love2D in Lua). With the difference of the powerhouse of functionalities that Godot carries, and the possibility of launching the full editor if desired.

Re: Godot 4.6 Release: It's all about your flow

#134

Earlier quoted context omitted.

Nah, like you said, SDL is just window creation and a bit of audio etc. If that counts as a "game engine" then so does every web browser. EDIT: Sorry if I seem grumpy, I'm not actually grumpy at you, I'm grumpy at PyGame for calling itself a game engine when really it's just SDL + the ability to blend images.

I wasn't alive or making games at the time, as I was a baby, but I believe SDL would have been understood as an engine when it released. I wouldn't call it one nowadays, except in so far that someone looking for an engine might find themselves happy with SDL (or PyGame, etc)

> SDL would have been understood as an engine

SDL is funny in that it kind of is an engine, à la Raylib, with SDL_Renderer (2D only), but most people use it just as a platform abstraction layer.

Re: Godot 4.6 Release: It's all about your flow

#135

Earlier quoted context omitted.

I wasn't alive or making games at the time, as I was a baby, but I believe SDL would have been understood as an engine when it released. I wouldn't call it one nowadays, except in so far that someone looking for an engine might find themselves happy with SDL (or PyGame, etc)

> SDL would have been understood as an engine SDL is funny in that it kind of is an engine, à la Raylib, with SDL_Renderer (2D only), but most people use it just as a platform abstraction layer.

I don't get it. SDL has an event/messaging queue, cross-platform hardware support, basic collision detection, it packs its own stdlib, a cross-platform file storage API, a camera API, a pen API, asynchronous I/O, metadata/property support using its own hashmap, a geometry API that lets you throw triangles at the GPU, and other things, but all 99% of people ever seem do with it is open a window and an OpenGL context.

I've seen plenty of projects where people use it and reimplement things it already does because they want to minimize dependency. The entire point of using a library like SDL is dependency! Use all the things!

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