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Cake day: June 12th, 2023

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  • I think you might think I’m arguing against Godot for app UI. I’m not in fact I’m totally in favour of it! What I’m originally saying is that people who are against it, argue it’d because its inefficient compared to regular UI toolkits. To deny that would be a lie, because yes, it is. But that doesn’t mean you don’t use it. You just understand the trade offs your making, and you try to minimise those tradeoffs with optimisations. If every app ignored optimisations for efficiency, wed be in a much worse situation. All those apps run smoothly in tandem because devs have made the optimisations. Its good practice to try and do the samez if you use Godot for app UI.



  • I don’t think its that unlikely, depending on the workflow. For example when I’m working on a game in Godot I have Godot itself, aseprite for texture editing, trenchbroom for level editing, audacity for sound editing, a 3d modeling tool, a code editor, messaging app, music player, that’s 8 already and not counting the browser!


  • Not necessarily, as pointed out in another comment, if you had 5, 10 or even more apps open at once, and ALL of them were redrawing entirely every frame there might be some significant impact. In the naive case where you’re build a small app to do one thing, Godot works great as is, once you understand this limitation. I also just learned of a new feature "low processor mode that explicitly prevents full redrawing unless something changes, Ive edited my original comment to mention it.


  • There’s a lot of naysayers, who insist that game engines like Godot shouldn’t be used for drawing application UI as they tend to defender the entire application every frame, rather than just the parts that get dirty. They’re not wrong in that it’s not the most efficient way to do it, but it still works and is fit for purpose in a lot of cases. I put together a Godot based android app in about a week with very little Godot UI experience. That to me is far more important than absolute efficiency.

    Actually it appears this has been addressed:

    The last important thing you need to know is that you’ll want to turn on Low Processor Mode in the project settings. This makes it so that the screen only refreshes if something changes, as opposed to the default behavior where it would refresh every frame (which is typical for games).

    https://popcar.bearblog.dev/using-godot-for-gui-app-development/#technical-notes-you-should-know








  • There is a vast untapped natural gas field southwest of sevastopol. On top of giving Russia another warm water port, it also gives them rights over the slarwa of the black sea where the gas field is. the argument has been made that this was the reasoning behind the Crimean annexation in 2014.








  • I think we must have a very similar viewing list.

    My favorite thing about Adam Something is that he points out consistently that nearly all the big hyped “futurism” ideas for transport and infrastructure, are just solving problems that we have already solved using trains. except it’s always slower more costly and less efficient than a train.

    For some other recommendations, specially about videogames, Civvie11 does reviews and playthrough of old FPS games (the boomer shooter, Doom and Quake generation). His videos are very entertaining.

    Warlockracy is similar, but for CRPGs like the original fallout and various obscure, usually eastern European mods for them. He’s also extremely entertaining.

    MandaloreGaming does a mix of old and new games, usually older, and goes into great detail about them and their development and he’s probably the most fair and honest reviewer I’ve ever seen. He reviews games he thinks are interesting so sometimes they’re obscure and sometimes they’re very popular oldies.