Comment by WillAdams
10 days ago
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....
10 days ago
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....
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 have drifted away from your question, but the point is that I love Godot for gaming, and I can handle GDScript plus the engine editor, but for writing a complete application I would want to develop in my language/editor/ecosystem of choice.
In that sense, LibGodot(plus GDExtension) may help indirectly developing GUI applications by letting people own Godot in their ecossystem of choice.
> 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 instance, and which your editor's LSP client connects to) has been excellent back when I last dabbled in it.
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.
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 improving text rendering, layout and to add more GUI elements. Probably a lot of stuff removed from the backend that isn't necessary (apps won't need physics or lighting, probably.)
I made a basic theme loader for a project ages ago based on the config file format because dealing with theming and fonts was a pain at the time. Nothing novel, it was just a dictionary that had node paths as keys and set values. It is possible, I don't know why Godot makes some things more complicated than they need to be.
1 reply →
I'm working right now on an app in Godot to support a tabletop game. Their UI framework is pretty nice IMO. It really helps that the editor itself is made in Godot, so they have a lot of real usage of their UI system already
They just added docs for how to best achieve GUI apps.
https://docs.godotengine.org/en/latest/tutorials/ui/creating...
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.
They made improvements in visualizing margins for Margin containers. A small but very useful enhancement.
I don't know about the new features, but you could definitely make a drawing program in Godot already. There are a couple really good RPG map-making tools in Godot, and that's basically a drawing app where your brushes are trees and buildings