I also made a few tools for myself that I use in my daily life at work, for instance. One of them is a time tracker tool (based on which I write invoices to my clients for how long I worked on their projects that they hired me for). For that time tracker tool however I not only activated the `low_processor_mode` but I also dynamically change the value of the `low_processor_usage_mode_sleep_usec` field in the project settings depending on the application being focused or being in background. Because I once recognized that my application is eating surprisingly much CPU time when actually being idling around in background. So, my application now recognizes whenever it loses focus (e.g. when the user switches to another program or when he minimizes the software) and it instantly throttles the CPU usage (by increasing the sleep time between frames using that said setting, you can find it in the `OS` class, by the way). The value will be reset as soon as the application gets back the focus. Long story short, in order to lower the CPU consumption even more, especially if your non-game software is in background, I can recommend to adjust the "Low Processor Mode Sleep µsec" value.
I've had to make custom control nodes for my game, "reinventing the wheel" just to have a scrollable list node. This talk raises some good points about Godot's limiting UI control nodes, we should really be working to improve the state of UI! Overall love the idea of making apps in Godot, especially if they have 3D elements!! Some easy PRs for future consideration: - on scrolled signal for scroll containers - swap checkbox option - custom tooltip positioning
Thanks for the talk. One option that wasn't discussed was using add-ons for extending/customizing things. In example, the habituary app could improve things for others by making the scroll container that was customized as an add-on for others to use. By taking this approach, we can help each other make things better. Granted there will always be exceptions, but I was surprised that in the talk this wasn't mentioned. The ecosystem for tools and add-ons is well made and plentiful. There is no reason we couldn't do the same for UI components, etc.
Exhibit 1 with right-to-left support sounded like an easy first PR so I checked annnd... Godot already supports it! The commit is 4 years old so it's not a new feature. On your CheckButton node, scroll down to Control > Layout, expand that and override Layout Direction with Right-to-Left.
I've had plenty of occasions where I've thought, "I could just make this simple UI app in Godot". It would be a small, single .exe file and it has every UI element you could want with a Theme Editor.
Camera device able to acces on Apple devices, Out that, people might need some media library Current pr now has native dialog The next great things prolly something really important for native interactions
For crossplatform development game engine are really viable as you can build for any OS from single codebase specially light Engine like godot But since they are not specifically made for app dev some feature what we get by default from these framework might not be available but i think godot should focus in this area too it can become a viable crossplatform app dev tool
Electron apps are for web devs wanting to make apps, and now we have godot for game devs, go figure! Electron is still a good option given you get access to a more "complete" language and a super hardacore ultra battle tested UI framework. Really though, it matters what you are comfortable with and how your brain works
I recently created a password manager using Godot. Because, well, all other crossplatform UI frameworks really didn't appeal to me much. With Godot, I can package it all into a single executable. My manager is open source but I haven't opened the repo up to the public yet. I may yet do that. At some point in the next few months.
I also made a few tools for myself that I use in my daily life at work, for instance. One of them is a time tracker tool (based on which I write invoices to my clients for how long I worked on their projects that they hired me for).
For that time tracker tool however I not only activated the `low_processor_mode` but I also dynamically change the value of the `low_processor_usage_mode_sleep_usec` field in the project settings depending on the application being focused or being in background. Because I once recognized that my application is eating surprisingly much CPU time when actually being idling around in background. So, my application now recognizes whenever it loses focus (e.g. when the user switches to another program or when he minimizes the software) and it instantly throttles the CPU usage (by increasing the sleep time between frames using that said setting, you can find it in the `OS` class, by the way). The value will be reset as soon as the application gets back the focus.
Long story short, in order to lower the CPU consumption even more, especially if your non-game software is in background, I can recommend to adjust the "Low Processor Mode Sleep µsec" value.
I've had to make custom control nodes for my game, "reinventing the wheel" just to have a scrollable list node. This talk raises some good points about Godot's limiting UI control nodes, we should really be working to improve the state of UI!
Overall love the idea of making apps in Godot, especially if they have 3D elements!!
Some easy PRs for future consideration:
- on scrolled signal for scroll containers
- swap checkbox option
- custom tooltip positioning
Why didn't you use a ScrollContainer? Do you need something that handles a lot of nodes? Something like a RecyclerView?
Thanks for the talk. One option that wasn't discussed was using add-ons for extending/customizing things. In example, the habituary app could improve things for others by making the scroll container that was customized as an add-on for others to use. By taking this approach, we can help each other make things better. Granted there will always be exceptions, but I was surprised that in the talk this wasn't mentioned. The ecosystem for tools and add-ons is well made and plentiful. There is no reason we couldn't do the same for UI components, etc.
This motivated me to start making the ultimate meme maker
very helpful talk!
hopefully the maintainers can implement a few of those "reinvent the wheel" features like the checkbox.
Exhibit 1 with right-to-left support sounded like an easy first PR so I checked annnd... Godot already supports it! The commit is 4 years old so it's not a new feature. On your CheckButton node, scroll down to Control > Layout, expand that and override Layout Direction with Right-to-Left.
I'm using Godot for simple photo manipulations app right now (add text bubble, stickers, logo etc.) and it's super easy
I've had plenty of occasions where I've thought, "I could just make this simple UI app in Godot". It would be a small, single .exe file and it has every UI element you could want with a Theme Editor.
I'm working on a few software apps and I find Godot to be great for it.
Some really nice tips!
Thanks for the talk :]
Camera device able to acces on Apple devices,
Out that, people might need some media library
Current pr now has native dialog
The next great things prolly something really important for native interactions
Super cool talk
One of my favorite ideas! 🧠💭
i have used winform and godot for ui and godot is much better.
Everything is better than winforms tho lol
does it mean i can build android app using godot? is it similar to flutter &/ another crossplatform frameworks?
For crossplatform development game engine are really viable as you can build for any OS from single codebase specially light Engine like godot
But since they are not specifically made for app dev some feature what we get by default from these framework might not be available but i think godot should focus in this area too it can become a viable crossplatform app dev tool
🦁Como programador siempre es bienvenido ver nuevos avances!🦁
Perfect timing! I just started making an application today that is not a game.
Electron apps are for web devs wanting to make apps, and now we have godot for game devs, go figure! Electron is still a good option given you get access to a more "complete" language and a super hardacore ultra battle tested UI framework. Really though, it matters what you are comfortable with and how your brain works
I hope more folks reach for tauri+solid as a web container. But Godot would be cool too!
some of software that I use made with Godot 🎉🎉
I recently created a password manager using Godot. Because, well, all other crossplatform UI frameworks really didn't appeal to me much. With Godot, I can package it all into a single executable. My manager is open source but I haven't opened the repo up to the public yet. I may yet do that. At some point in the next few months.
Yea,advance ui u need implement urself.
Did the Godot Fiasco end?