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Proof of concept of using Godot for UI

Open Zireael07 opened this issue 1 year ago • 7 comments

This is but a proof of concept made during the weekend in Godot 3.5.

  • uses GDScript instead of GDNative
  • uses a different data structure
  • the layout/format of the GUI is slightly different (e.g. the spreadsheet is a popup panel instead of a constant panel at the top, the displayed data is not the IDs but the positions, the model is only shown after clicking a button - this is to gain more space for the graph itself)
  • basically a MRP, only two nodes are really implemented (a quad and a transform)
  • only one input and one output work for now

When making the PRs, I found that even for a little PR that amounted to adding a wrapper function in Rust and editing the Lua file, compilation was significantly slow on my Dell Vostro 5581 (enough that I'd tab away to do something else while waiting for it to be done - something around 10, maybe 15 seconds) I strongly suspect this is due to the amount of dependencies, when I first ran the project the part of getting and compiling all the crates was really long, I think the number quoted was around 150-ish Using Godot for the GUI would significantly cut down on them (wgpu, egui, rend3, fontconfig package).

WASM is also an option for Godot so this would not block #14

Even if this is not accepted (at least not accepted in the immediate future) I plan to use this little project to brainstorm things like #70 and #55 and also subgraphing (combining two or more nodes to e.g. save space or to use them in combination with a loop - see #70 )

GraphTest.zip

Zireael07 avatar Nov 15 '22 18:11 Zireael07