Using a game engine to write a GUI to the OpenBSD package manager
dataswamp.org
dataswamp.org
I tell you, there are very few things more satisfying than seeing the same high performance C++ codebase running on Windows, Linux, MacOS, iOS and Android .. and the users don't know, don't care, and remain happily oblivious to the fact that none of the controls they are so gleefully slinging around are native. They Just Work™. (Including with Accessibility features..)
[1] = http://juce.com/
It has a focus on audio because that's its niche and where it originally came from, but it's fine to use it for general purpose stuff. Is that what you mean?
Admittedly I didn't dig really deep so I don't know how valid these criticisms are - so I was wondering if you had some tales from the trenches and how it stacks up against "less niche" UI kits.
If, however, your application mostly consists out of custom GUI elements then JUCE is pretty compelling.
Found this article about advanced GUIs with godot https://medium.com/swlh/what-makes-godot-engine-great-for-ad...
This is not as odd as you would think. But, well, I'd use Perl and GTK2/3 for that.
Perl is in base, as X. GTK2 is a few ports away. If GTK's dependencies are too much, I'd use Perl/Tk.
Our app makes use of quite a few system/hardware resources, like USB and Bluetooth. Qt (irritatingly) lacks a USB library, so it has no advantage over a game engine there. But what about other system utilities like menus, disk access, and so forth? And of course mobile targets seem problematic. Can anyone weigh in on Godot vs. Qt for cross-platform/cross-device-type applications?
Its likely possible. After all, the unreal engine does have at least some rudimentary 3d graphics support.
There is even an alpha build of the editor that runs on Android (and even inside the Oculus Quest).