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How well does godot support dynamic/programmatic layout (w.r.t odd aspect ratios and resizing), localization, and accessibility? I'd also take issue with the n
by qppo 6y ago
How well does godot support dynamic/programmatic layout (w.r.t odd aspect ratios and resizing), localization, and accessibility?
I'd also take issue with the notion that 2D UI frameworks based on game engines are more performant than their alternatives, because game engines are optimized for 3D graphics and often struggle with performance once your UI state becomes reasonable large.
- irq-1 6y ago> How well does godot support dynamic/programmatic layout (w.r.t odd aspect ratios and resizing), Very well (it's a game engine) > localization, and accessibility? Poorly and not at all. Godot has a student adding PO files: https://godotengine.org/article/gsoc-2020-progress-report-1#i18n-improvements https://godotengine.org/article/gsoc-2020-progress-report-1#...
- qppo 6y agoI mean game engines are pretty bad at that, that's why I asked
- follower 6y agoI'm not sure that "poorly" is an entirely accurate description of Godot's localization abilities. The GSOC project you linked to is about enhancing the existing .po based feature: "In Godot, we [already] have two ways of importing translation - by using CSV or PO files." Here's a blog post about someone's experience doing a translation for a Godot game: https://sites.miis.edu/vprolow/2019/12/15/godot-game-localization/ https://sites.miis.edu/vprolow/2019/12/15/godot-game-localiz... And here's an official tutorial: https://docs.godotengine.org/en/stable/tutorials/i18n/internationalizing_games.html https://docs.godotengine.org/en/stable/tutorials/i18n/intern...
- follower 6y ago> How well does godot support dynamic/programmatic layout It supports this through use of its "Container" UI Controls--which have a bit of a steep learning curve but works pretty well. > I'd also take issue with the notion that 2D UI frameworks based on game engines are more performant than their alternatives, because game engines are optimized for 3D graphics One aspect of Godot that is a bit different in this regard is that pre-3.0 the focus was very much more on the 2D side of things, so the 2D support isn't just "a flat 2D plane in a 3D world" unlike some other engines.