this post was submitted on 18 Sep 2023
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Without much experience building UIs aside from web, my limited experience with Godot leads me to believe that building an application this way would lead to a lot of decentralization of logic, which might be a bad thing for complex applications. For example, various UI elements might have a bunch of logic attached to them instead of having a centralized place where the logic lives. I guess this happens in web too, and maybe native UI frameworks/toolkits?
I guess it’s more likely to have “decentralized” code using Godot to build an app because of how it’s used in game dev. But that’s seen a lot in web dev too. You might have a react component handle state and children components with their own logic. Sometimes those components are “pure” and only deal with data given to it, sometimes they’re “stateful” and you end up needing to pass data up to the parent.
With proper planning, one could probably avoid mixing up what parts of the app should be pure/stateful.
Is there a good way to make a redux-like central state container in Godot?
(I'm sure there are many ways to do it but wondering if there is someone who has found a good practice for it.)
You could pretty easily do this as an autoload so it's accessible from anywhere. You could store the actual state as a dictionary or a resource, or even a whole db if you wanted depending on what you're storing.
It's a little old but looks like someone even implemented a redux inspired store! https://github.com/glumpyfish/godot_redux
No idea if that still works, but probably would be too hard to use it as inspiration or even update it to the latest 3.x version