[HN Gopher] Using a game engine to write a GUI to the OpenBSD pa...
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Using a game engine to write a GUI to the OpenBSD package manager
Author : hucste
Score : 74 points
Date : 2022-05-06 08:02 UTC (14 hours ago)
(HTM) web link (dataswamp.org)
(TXT) w3m dump (dataswamp.org)
| anthk wrote:
| Unix was born to play Space War on a machine. Rogue gave us
| Ncurses.
|
| This is not as odd as you would think. But, well, I'd use Perl
| and GTK2/3 for that.
|
| Perl is in base, as X. GTK2 is a few ports away. If GTK's
| dependencies are too much, I'd use Perl/Tk.
| meheleventyone wrote:
| 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
| blensor wrote:
| 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).
| greggman3 wrote:
| 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"
| meheleventyone wrote:
| I'd suggest contacting the authors or just downloading Godot
| itself as all the UI is the same as those people are using.
| jayd16 wrote:
| What makes it better than others?
| meheleventyone wrote:
| Layout is almost WYSIWYG and easy to get started with a
| simple download, resulting binary is small, really easy to
| integrate with an underlying 2D or 3D scene, lots of
| controls, built in scripting for simple things, great interop
| with native code for complex things, can deploy to multiple
| platforms with one project, everything is open source.
| wrnr wrote:
| 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.
| maccard wrote:
| The big thing that this misses is accessibility.
| meheleventyone wrote:
| There are a few accessibility plugins IIRC but yeah it could
| be much better in that regard.
| tenken wrote:
| I'm sure they're accepting Pull Requests.
| pacifika wrote:
| Strong theming as well https://github.com/tristongilley/Godot-
| Windows-95-Theme
| alrlroipsp wrote:
| I mean why not just put Unreal Engine in the boot loader.
| dasz wrote:
| 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.
| maccard wrote:
| 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
| aa-jv wrote:
| I've done something similar, but with JUCE [1] - which is a very
| amazing framework for building audio software, plugins,
| synthesizers and things.
|
| I tell you, there are very few things more satisfying than seeing
| the same high performance C++ codebase running on Windows, Linux,
| MacOS, iOS and Android .. and the users don't know, don't care,
| and remain happily oblivious to the fact that none of the
| controls they are so gleefully slinging around are native. They
| Just Work(tm). (Including with Accessibility features..)
|
| [1] = http://juce.com/
| nmfisher wrote:
| I actually came across JUCE the other day for the first time. I
| was wondering -would it be a really terrible idea to make a
| general purpose cross-platform GUI with this?
| royjacobs wrote:
| Why would it be terrible? JUCE is meant to write general
| purpose cross-platform GUIs with.
|
| It has a focus on audio because that's its niche and where it
| originally came from, but it's fine to use it for general
| purpose stuff. Is that what you mean?
| nmfisher wrote:
| 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 are - so I was wondering if you had
| some tales from the trenches and how it stacks up against
| "less niche" UI kits.
| royjacobs wrote:
| 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.
| nmfisher wrote:
| Thanks!
| chrisMyzel wrote:
| Interesting discussion. Trying to get to render high performance
| graphs in the browser and it's a chore to find good libraries.
|
| Found this article about advanced GUIs with godot
| https://medium.com/swlh/what-makes-godot-engine-great-for-ad...
| PostThisTooFast wrote:
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