this post was submitted on 07 Feb 2025
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[–] [email protected] 1 points 2 days ago (1 children)

Yeah, I wasn't a fan of the visual scripting, but I do consider composing nodes in the editor, connecting signals, modifying field values with sliders, having global variables in a separate editor, visual curve editors, file managers, etc. to be a form of visual scripting by a different name, and I do quite like that.

I've been curious how this sort of editor would work for non-game code, like making a CLI in C, C++, Kotlin, etc. Where you primarily interact with nodes and inspectors for data organization and scripts for behaviour implementation. I need to go back to Smalltalk to see some of the ideas there for alternative code organization structures.

[–] [email protected] 1 points 2 days ago* (last edited 2 days ago)

I’ve been curious how this sort of editor would work for non-game code

I mean software is just a game that isn't a game, and Godot does do a decent job of it. on [email protected] somebody recently posted* a note-taking app and someone in the comments linked to an article about Godot for GUI software development.

Bindings are nice too, and as a mostly-non-coder I've actually done a small sample program with Godot+Nim-lang. In a similar vein, there is Raylib (which has lots of bindings options) and paired with rGuiLayout you might get something going.

I tried a Qt editor once and it seemed a bit clunky to me, then some simple toolkits that I think have a better experience despite lacking an editor (though lack of dynamic text scaling is probably an issue here, at least it was for me as I wanted unicode symbols for a text-centric application).

TUI applications are a fun idea too, though viable ideas are chicken-and-egg for me so I'll probably just stick to Godot if I make anything.

  • 2 days ago, Post title Finished my first Godot project!, Github em-s-h/Nairu