by stanislavb on 1/12/25, 9:30 AM with 53 comments
by codetrotter on 1/13/25, 3:02 AM
https://docs.godotengine.org/en/stable/about/list_of_feature...
> Godot's GUI is built using the same Control nodes used to make games in Godot. The editor UI can easily be extended in many ways using add-ons.
And they even go as far as to explicitly say the following:
> Godot's small distribution size can make it a suitable alternative to frameworks like Electron or Qt.
I’ve only used Godot for game development, not GUI stuff yet. (The game I started making doesn’t have any menus, I’m working on gameplay and level design first.) But I’m personally keeping a mental note in the back of my mind to investigate building bona fide desktop applications with Godot also, and not just games.
Also, if you’re going to make an application instead of a game, they have a special mode they recommend that you use:
> When creating a non-game application, make sure to enable low-processor mode in the Project Settings to decrease CPU and GPU usage.
https://docs.godotengine.org/en/stable/about/faq.html#is-it-...
by fastball on 1/13/25, 3:16 AM
For anything else it is almost certainly more work for the dev and more resource-intensive for the system.
One thing I haven't seen anyone else mention is that a game engine is generally going to be re-rendering constantly, as part of the game/render loop. This is because in a game it is almost always the case that something is changing on screen at any given moment.
In a more "normal" app UI, most things are static, so having a render loop operate like that doesn't make much sense. So instead things are optimized for the static case – if nothing is happening on screen, resources are not being used.
by lesuorac on 1/13/25, 2:51 AM
There's a reason why a lot of people use Electron for apps and it's because the amount of effort it takes to write HTML / JS and have a functional UI is very little.
It seems like you like the idea in order to implement a novel UI and I suspect then yes a game engine is a good idea. However, do consider the UX of your app. Excel is a spreadsheet because that is pretty much the best way to display tabular data. So if the novel UI isn't a better UX than an existing way you probably don't want to do it.
by PaulHoule on 1/13/25, 3:26 AM
(1) it wants to be a bicycle for the mind, a simulation playground where you edit something things and the environment changes -- something a game engine could "excel" at
(2) it sucks in a whole bunch of ways, but it's hard to displace. People use it to do things with CSV files that somebody would use pandas for if they wanted to get the right answer. People use it to do things they'd be better off using Access or SQLlite. And then people use it to calculate things
(3) At this moment I'm making some simple models of businesses w/ Excel, one sheet is calculating the value of a comment on this site, roughly $600B evaluation, 7% equity stake, HN responsible for 5% of that value (brings in founders and employees) with a total of 50M comments, I get a eye-popping value of $50 per comment!
It's actually ugly in Excel, for instance I don't really want things on a grid, I want to make the calculation immediately clear as a graph, I just wish that this product
https://en.wikipedia.org/wiki/TK_Solver
had a bunch of sequels. If anybody can make the next thing I'd love to see it. It's tough because Excel comes with Powerpoint, Word and other tools in Office 365 so it seems free to people. Then there's that inferior Google Sheets.
by kirubakaran on 1/13/25, 2:02 AM
by sho_hn on 1/13/25, 3:45 AM
This already exists, and is called EVE Online.
by danpalmer on 1/13/25, 5:03 AM
There were many problems:
- a bank app needs a fairly basic CRUD style UI, they had to build all of that from scratch.
- users knew OS patters, like the navigation stack, they didn’t stick with these things and users couldn’t understand the information hierarchy.
- they got too creative with UI elements and it wasn’t clear what was tappable, what wasn’t, what information was, etc
- the app was slow and took ages to update for things like new screen sizes
- their response to criticism reeked of hubris, they couldn’t accept that it was a bad decision, and it took them 5 years to back track and rewrite with standard UI components. This was deeply ingrained in the company culture, not the only bad technical/product/business decision they made.
There’s a reason why most game UIs suck. If you want to incorporate 3D elements into UI, the OSes provide their own frameworks for that sort of thing. We absolutely haven’t exhausted the design space of UI with the regular tools available.
by seattle_spring on 1/13/25, 2:54 AM
https://www.unrealengine.com/en-US/spotlights/rivian-brings-...
by klkvsky on 1/13/25, 3:18 AM
by achierius on 1/13/25, 3:14 AM
by monicaaa on 1/17/25, 7:00 PM
by anymouse123456 on 1/13/25, 12:39 PM
It's fraught and risky and lots of people here are pointing at valid risk, but don't let them stop you from exploring.
Graphical application development has gotten better in many ways over the years, but it remains badly broken.
Try it out, see how it feels. Try some of the prior art that folks have shared here, see how they feel. Reach into this new experience and see if you like it.
Regardless of what anyone says, we have not reached the end of history in Human Computer Interaction and someone, somewhere is going to make it much, much better at some point in time. Might as well be you!
by acarabott on 1/13/25, 2:56 AM
by flobosg on 1/13/25, 3:11 AM
by raincole on 1/13/25, 2:54 AM
by Rohansi on 1/13/25, 2:47 AM
Something like Dear Imgui can be very nice to work with though.
by throwaway2016a on 1/13/25, 3:55 AM
Game engines are generally capable of creating hardware accelerated 2D UIs which could be great in some cases where highly dynamic UIs are desirable. But making a business app 3D for no reason is a different story.
The later is largely what "The Metaverse" as Zuckerberg sees it is trying to accomplish. Check out Horizon Workrooms and the like.
I've worked at a number of agencies over the years and at one point years back a client insisted on Unity for their mobile app because it worked cross platform out of the box. It was an unmitigated disaster because we were trying to fit a square peg in a round hole. Tens of thousands of dollars wasted.
by rcarr on 1/13/25, 4:07 AM
by flenserboy on 1/13/25, 4:25 AM
by Joel_Mckay on 1/13/25, 2:51 AM
For multi-platform builds, there are single code-base frameworks available:
For MacOS, Linux Gtk, and Windows native builds there are mature free libraries that allow both FOSS and commercial static linking:
Game engines are designed to solve a single set of use-cases for optimization, and portability is usually terrible outside the current windows release.
Best of luck, =3
by Animats on 1/13/25, 5:46 AM
There is a working IBM 1401 simulator written in Unreal Engine.[2]
[1] https://www.automotiveinteriorsworld.com/videos/unreal-engin...
by MillironX on 1/13/25, 5:39 AM
by impure on 1/13/25, 4:08 AM
by benoau on 1/13/25, 4:26 AM
by bryrei on 1/16/25, 3:14 AM
by cmrdporcupine on 1/13/25, 3:36 AM
Game engines and their rendering models are usually doing work every frame by nature of their design. A retained mode, event based GUI doesn't need to.
That and you can basically say goodbye to hooks for accessibility, common/standard shortcuts, etc.
by Decabytes on 1/13/25, 4:23 AM
by sriram_malhar on 1/13/25, 3:03 AM
However, you could use game engines for interactive exhibits and demos.
by feverzsj on 1/13/25, 4:42 AM
by golergka on 1/13/25, 5:17 AM
by emorning3 on 1/13/25, 4:43 PM
Nobody liked using it and we were eventually all fired. The end.
by SpliffnCola on 1/13/25, 3:13 AM
by wingerlang on 1/13/25, 6:25 AM
by Narishma on 1/13/25, 5:07 AM
by m463 on 1/13/25, 1:02 PM
by yodon on 1/13/25, 3:27 AM
There's nothing quite like the optimism of a VR fanboy. Is there any other thing in tech that drives such ungrounded dreams?
by danmur on 1/13/25, 4:35 AM
by arminiusreturns on 1/13/25, 3:38 AM
by antisol on 1/13/25, 9:38 AM
Key takeaways:
* It's been done before.
* It can work just fine or even be quite good.
* There are caveats to it that you should be aware of.
* It can also come out really horribly.
So, TLDR, it's really not all that different from using any other tech to do a UI.
Glad I could help ;)
by d--b on 1/13/25, 3:34 PM
Game engines are the only truly-cross-platform UIs out there. They're fast, extremely flexible. The two main downsides are that they can be resource-intensive, and that they won't look like system apps.
But yeah, make a pivot table and a chart library in Godot, and I'll probably use it.
by justinator on 1/13/25, 3:03 AM