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  • The documentation is really hard to read. It's full of claudisms and verbosity. I highly recommend you to do a human review on the whole thing.
  • Love to see Godot used creatively beyond games! The terminal is for sure an area that can see innovation, why not!
  • Semi-related: I built a Godot plugin that adds a Ghostty-based terminal pane to the Godot editor (https://godotengine.org/asset-library/asset/5426).

    Godot as an application platform and not just a game engine is a really interesting idea. Given Godot’s editor is built as a Godot engine game, it has a very rich UI system, and it is pretty easy for agents to work with.

  • Can you add a "why?" / "why now?" section? Don't be another project that is a bunch of how that is leaving out to explain why it exists or exemplify what classes of problems it unlocks solutions for (applicability).
  • I made an internal GUI tool for company in Godot. It uses GDExtension to interact with OS systems, namely serial/COM ports. Yes, you can make quite good desktop GUI applications in Godot, with mostly its default toolkit!

    Also, exploring minified Godot template compilation led to me distributing a 24 MB portable package (10MB zipped). Astonishingly efficient.

  • I've done a lot of things reusing/modifying the internals of alacritty [1] to put terminals in things. TeX in the terminal [2], a terminal in minecraft [3], Alacritty in Godot [4], and not pictured, alacritty in a swift plugin for macos/ios/ipados all at various levels of completion.

    1. https://alacritty.org/

    2. https://blog.fangorn.io/tex-in-terminal

    3. https://anvil.fangorn.io/fangorn/huorn-minecraft

    4. https://blog.fangorn.io/alacritty-in-godot

  • A project without screenshots - I dont know how they expect us to understand unless we read everything
  • If you squint, Godot has a cross platform hardware accelerated GUI. The editor is itself, in a sense, a Godot app and has builds for VR Headsets, Android, web apps, all the usual platforms. The extension api works pretty good too for Rust, and Rust itself has a fantastic cross platform and WASM story. It might be cursed, but it can get complicated stuff out the door and in anyone's hands fast.

    edit: they also recently created libgodot, which flips the model. Your application owns and controls whatever components you want to pull from Godot. Being open source and relatively legible of a code base you could presumably strip out a lot you don't need.

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