4 ms·
Godot is an incredibly good piece of technology, made by fantastic people. But I'm not sure that I can echo the sentiment here exactly. I took the time to read
by gavinray 6y ago
Godot is an incredibly good piece of technology, made by fantastic people.
But I'm not sure that I can echo the sentiment here exactly. I took the time to read the entire article.
This is what it boils down to for me:
IF you are going to build a native desktop app with a drag-and-drop WYSIWYG editor, I think it's arguably a solid choice over QT or whatever else you might do it with.
But the latter part of the article focuses on the argument against using web technologies:
> My discussion of Web technologies needs some disclaimers. I have little experience with web technologies, and I am not very fond of web technology. I am an old school GUI toolkit guy, who did his first GUI stuff using the Intuition toolkit on an old Amiga 1000.
There are a couple of really big problems I see however:
2. It was made for web pages not applications. When trying to make a GUI for an application I found that I so often hit on the limitations imposed by the assumption that we are in some scrollable webpage.
3. It is not made for reusable components, like real GUI toolkits.
From time to time, I hear this argument about how because web applications are run on the web, they're somehow fundamentally different from an application that might run on your phone or desktop natively in terms of appearance or UI capabilities.
It's all pixels on a screen. Any design asset you can whip up, with whatever animations and effects, can be rendered identically on a web, or native mobile/desktop app.
And modern web applications are entirely made of reusable components and the principles behind them.
I like to think I don't say without some perspective -- some of the first applications I ever wrote were VB.NET apps in Visual Studio 2007 using Windows Forms.
But today the idea of saying "An app made with web technologies cannot look or function quite like a native desktop app, and it lacks reusable components" is a bit wild.
Can you imagine trying to build <insert omnipresent application>'s desktop client with a WYSIWYG.
Finally, will conclude the rant here -- author talks about how Godot's 30MB compressed/70MB uncompressed size is fantastic, but with Tauri you can build native desktop apps using HTML/JS in 1-2MB.
https://tauri.studio https://tauri.studio
- rudedogg 6y ago> It's all pixels on a screen. Any design asset you can whip up, with whatever animations and effects, can be rendered identically on a web, or native mobile/desktop app. The issue is that no one bothers to do all the OS integrations you get for free when you make a native app. Also, every web app I've used that pretends to be a desktop app has issues that make it feel off. Using Discord as an example; I have to focus the title bar before I can use the minimize/maximize window buttons - unlike every native macOS app. I run into this almost every day. I'm not denying that web applications are useful, but if you want something really high quality, native is the only solution in my opinion. I was hopeful that web applications could offer a really great way to make cross-platform applications. After trying some frameworks out, and following the web standards more closely, I'm pretty pessimistic. The complexity of web browsers is out of control and I don't think they'll ever be comparable to native apps.
- fauigerzigerk 6y agoThe funny thing is, I often prefer Web/Electron apps for the simple reason that zoom always works and it always works the same way. It's hit and miss with desktop/mobile apps.
- stef-13013 6y agoTauri sounds pretty good, but the look-and-feel of their "app" demo is quite ugly... :(