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The ageism in this comment just serves to further undermine the unsubstatiated claims that are made, a common trait of the crypto-bro-migrated-to-ai-bro movement.


I agree but I just wish, I wish it had three things: - customizable native menu bar - native file dialogs - drag & drop support from the outside world

that would make it would be an excellent option for desktop app development.


Lucky you, godot does have those features, although a bit limited to an extent.

For native file dialogs, see the methods file_dialog* in https://docs.godotengine.org/en/stable/classes/class_display...

Not quite sure what you meant by drag & drop, but godot has API for getting the files dropped onto the window: https://docs.godotengine.org/en/stable/classes/class_window....

Finally, you can create (or customize?) native menus: https://docs.godotengine.org/en/stable/classes/class_nativem...

Also, slightly unrelated, I have WIP useless desktop widget created with godot https://github.com/nvlled/fps-desktop that shoots a gun on mouseclick. Tested only on linux.


I wasn't aware of the dropped API - good to know. The gun thing is excellent, thanks for sharing!


Native file dialogs would be nice, agreed. Same for drag and drop support. The great thing about Godot is that it is, after all, "just" an open source application written in C++, and if someone wants to add support for this badly enough it is definitely doable, especially if you limit yourself to just one or two platforms.

As for menu bar, why do you think a native one in particular is better? Godot has great support for menu bars already, and I'm just not sure what the native one would add to the table.


Things might have changed since 2013, but the user is this post had their SFML game rejected by the mac store because of the menu bar not meeting spec. https://en.sfml-dev.org/forums/index.php?PHPSESSID=ce5jim0on...

I just don't want to put all the effort into a cross platform app for it to be rejected for the same reason.


Thank you for letting me know


I wanted to, I really did. I tried replacing the UI with an OpenGL UI of my own but I could never get smooth enough mouse drawing so I put that aside. Sorry macOS users :-(


- Import Photoshop PSD files

- Isometric shape tool

- Built-in pattern brushes (for things like brickwork, landscapes, fences, windows, doors, meshes etc., stuff thats painstaking to draw)

- Color ramp generator with configurable hue shifting

- Inline text tool


Thanks for the suggestion! Going to implement this.


I would also love to see such a feature! Please do!


To be a bit more verbose: Most of the work is just processing RGBA data in terms of adding or removing pixels, or mixing it, and then pushing that to the display. So it's really just a straight up C++ app with some UI code.


Thanks for letting me know!


How did you implement search on the website?


I built the site in markdown and used Material for MkDocs to generate the site as static pages. Material for MkDocs automatically adds this really neat JavaScript powered search feature to the site https://squidfunk.github.io/mkdocs-material/setup/setting-up...


It's all MFC C++ where most of the UI controls are custom ones that I created to achieve the kind of interaction I was looking for. I used LodePng and gifanimcplusplus for processing png and gif files, the rest of the code is all in-house. I learned a lot in terms of processing RGBA as fast as possible.


I'll take that as a compliment, and if I've achieved nothing else, glad to give you flashbacks.


No, you've achieved much more and I'd be curious to give it a spin some day when I finally find the motivation and time and work on some games. Sadly I'm swarmed with much larger stuff atm, even in my spare time :(


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