Electron
Godot
Our great sponsors
Electron | Godot | |
---|---|---|
236 | 2,742 | |
111,798 | 82,654 | |
1.0% | 1.7% | |
9.9 | 10.0 | |
6 days ago | 6 days ago | |
C++ | C++ | |
MIT License | MIT License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Electron
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Release Radar • February 2024 Edition
The team at Electron have been faithfully shipping new releases almost every single month. I think they had Christmas off 🤔. This popular framework has developers writing cross-platform desktop applications using JavaScript, HTML and CSS. The latest update depreciates some process events, and added new modules, APIs, methods, and more. Read into all the changes in the Electron release notes. This month, Electron also introduced a new formal RFC process.
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The IDEs we had 30 years ago and we lost
VS Code has been crashing at launch in Wayland since more than eight months ago:
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Design Systems with Web Components
So we talked a lot about the Atomic Design Principle, but you could just use that in any system and start creating. You could have Angular components, React Components, and Vue Components. But if you notice these don't easily work Everwhere. So the solution is to use Web Components because the modern browser can already understand these, and any Front-End framework can then utilize these components. You can use Electron for desktop (Slack, VSCode), PWA for both Android and iOS, and across all browsers Can I Use.
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How I got Wayland, Vulkan, and hardware acceleration working with Figma on Fedora 39.
I'm noticing a significant boost in performance, crisper text, and better power savings. The only shortcoming is that the window which Figma will run on will lose its shadow. This is due to a technical limitation with frameless windows on Linux.
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Building Apps with Tauri and Elixir
For the longest time, building desktop apps was a daunting task to web developers. That is, until technologies like Electron made creating these apps more approachable to a wider audience. Today, we’ve got a wide array of native applications built with solutions like Electron, Tauri, Capacitor, and many more. While these are great solutions, sometimes configuration can be tricky and the applications we create can become somewhat bloated in terms of memory usage.
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CVE-2023-4863: Heap buffer overflow in WebP (Chrome)
It does, see [0]. Fun fact: Signal desktop, which uses Electron under the hood, is running without sandbox on Linux [1][2].
[0] https://github.com/electron/electron/pull/39824
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$Home, Not So Sweet $Home
Open since 2016! https://github.com/electron/electron/issues/8124
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Electron, Angular & Firebase "INTERNAL ASSERTION FAILED: Expected a class definition"
import {app, BrowserWindow, screen} from 'electron'; import * as path from 'path'; import * as fs from 'fs'; let win: BrowserWindow | null = null; const args = process.argv.slice(1), serve = args.some(val => val === '--serve'); function createWindow(): BrowserWindow { const size = screen.getPrimaryDisplay().workAreaSize; // Create the browser window. win = new BrowserWindow({ x: 0, y: 0, width: size.width, height: size.height, webPreferences: { nodeIntegration: true, allowRunningInsecureContent: (serve), contextIsolation: false, }, }); win.maximize(); win.show(); if (serve) { const debug = require('electron-debug'); debug(); require('electron-reloader')(module); win.loadURL('http://localhost:4200'); } else { // Path when running electron executable let pathIndex = './index.html'; if (fs.existsSync(path.join(__dirname, '../dist/index.html'))) { // Path when running electron in local folder pathIndex = '../dist/index.html'; } const url = new URL(path.join('file:', __dirname, pathIndex)); win.loadURL(url.href); } // Emitted when the window is closed. win.on('closed', () => { // Dereference the window object, usually you would store window // in an array if your app supports multi windows, this is the time // when you should delete the corresponding element. win = null; }); return win; } try { // This method will be called when Electron has finished // initialization and is ready to create browser windows. // Some APIs can only be used after this event occurs. // Added 400 ms to fix the black background issue while using transparent window. More detais at https://github.com/electron/electron/issues/15947 app.on('ready', () => setTimeout(createWindow, 400)); // Quit when all windows are closed. app.on('window-all-closed', () => { // On OS X it is common for applications and their menu bar // to stay active until the user quits explicitly with Cmd + Q if (process.platform !== 'darwin') { app.quit(); } }); app.on('activate', () => { // On OS X it's common to re-create a window in the app when the // dock icon is clicked and there are no other windows open. if (win === null) { createWindow(); } }); } catch (e) { // Catch Error // throw e; }
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Wayland Is Pretty Good
Wayland as a concept is pretty good.
But I would strongly urge anyone from switching to it unless you have nostalgia about the bug-ridden nature of the 2010-era Linux Desktop.
I’m still using it, by the way, with Hyprland, but I think I’ll be switching back to X11/i3 soon. Here’s a taste of my experience thus far.
Electron apps are a mess. This isn’t (all) wayland’s fault but for issue lists like https://github.com/electron/electron/issues?q=is%3Aissue+is%... to exist, proponents of wayland would find it in their best interest to tackle the problems given the large number of applications that use electron.
Screen sharing doesn’t work. All the old fixes are to be ignored - it has regressed. Again. Font sizes are screwy. VSCode simply doesn’t work. The handy slack shortcuts like ctrl+shift+space for mute that work anywhere only work when slack is focused on Wayland.
If you have multiple monitors of different scaling factors, moving a window from one to the other results in it becoming unbearably blurry.
wl-clipboard and vim with clipboard=unnamedplus (the only reasonable clipboard) simply don’t work well together, and have a history of bugs going back for FOUR YEARS. At the moment, holding down x or d for repeated deletes is INSANELY slow. As in, I’m used to it working at my repeat rate of ~60 deletes per second and it barely does 3.
Every now and then, my cursor becomes huge. Every now and then, it becomes tiny. No idea why, and I’m afraid to ask.
Basically, it’s not a comfortable experience.
Godot
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Name it Better (ideas for making more informative names)
Here's an example file tree from a part of the Godot game engine source code.
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Ask HN: Yo wants to build a game, I'm lost. What can I do?
Godot [1] is a very nice game engine. There's a game on Itch.io that teaches the scripting language it uses [2], and a ton of great tutorials on YouTube for beginners and experts alike.
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Show HN: GodotOS: A Fake Operating System Interface Made in the Godot Engine
There is some ongoing PR, so it might come at some point :
https://github.com/godotengine/godot/pulls?q=is%3Apr+is%3Aop...
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Show HN: Mutable.ai – Turn your codebase into a Wiki
The Bitcoin and Mastadon links don't seem to be working! (wiki not found)
Would love to see this for Godot (https://github.com/godotengine/godot). Maybe Maplibre too (https://github.com/maplibre/maplibre-native)!
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My thought on different engines
Godot Engine is a free and open-source game engine. The story started as an in-house engine of an Argentinian studio in 2007, and since 2014, it's been a community-driven project with a lot of contributors.
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🔥14 Excellent Open-source Projects for Developers😎
6. Godot - Your Gateway to Game Development 🎮
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I want to learn some low level typed language, should I learn Go or Rust?
Fair enough! I’d personally recommend Godot, because it’s FOSS, has a really nice way of doing things (in my opinion), and a language that’s similar enough to Go that when I was first learning Go I’d frequently use terms from GDScript! It’s the kind of think you can learn in a few hours. Give it a shot if you’re just getting into dev!
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Can we make games using react native? Im new to this and I just made some to do, and video player apps. So I'm just curious so I can make iOS and playstore apps.
I believe most game developers would rather focus on making the game though, instead of figuring out how to make things work in React Native. In those cases, the best option is to just stick with game engines like Godot.
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Open Source alternatives to tools you Pay for
Godot Engine - Open Source Alternative to Unity3D
What are some alternatives?
bevy - A refreshingly simple data-driven game engine built in Rust
tauri - Build smaller, faster, and more secure desktop applications with a web frontend.
o3de - Open 3D Engine (O3DE) is an Apache 2.0-licensed multi-platform 3D engine that enables developers and content creators to build AAA games, cinema-quality 3D worlds, and high-fidelity simulations without any fees or commercial obligations.
Cocos2d - Cocos2d-x is a suite of open-source, cross-platform, game-development tools utilized by millions of developers across the globe. Its core has evolved to serve as the foundation for Cocos Creator 1.x & 2.x.
GDevelop - :video_game: Open-source, cross-platform game engine designed to be used by everyone.
Panda3D - Powerful, mature open-source cross-platform game engine for Python and C++, developed by Disney and CMU
ursina - A game engine powered by python and panda3d.
Spring RTS game engine - A powerful free cross-platform RTS game engine. - Report issues at https://springrts.com/mantis/
dotenv - Loads environment variables from .env for nodejs projects.
raylib - A simple and easy-to-use library to enjoy videogames programming
Eel - A little Python library for making simple Electron-like HTML/JS GUI apps
flame - A Flutter based game engine.