Show HN: GodotOS – Fake operating system interface made in the Godot engine

A “fake OS” built in the Godot game engine has sparked nostalgia for hobbyist operating system mockups while raising questions about what really qualifies as an operating system versus a desktop environment or shell. Commenters explore Godot’s strengths and limits as a framework for building rich, cross‑platform UIs and even potential Linux window managers, comparing it to Electron, Flatpak, and native toolkits in terms of performance, packaging, and accessibility. Many see projects like this as both a playful tech demo and a serious proof of concept for using game engines in traditional application and film UI work.

Scope and Nature of “GodotOS”

  • Many see it as a “fake OS” or OS-like shell: a GUI and launcher running as a Godot app, not a kernel or full OS.
  • Debate over terminology:
    • Some argue any system orchestrating processes and services could be loosely called an OS.
    • Others insist “operating system” implies a kernel and hardware abstraction, so this is closer to a desktop environment, shell, or mockup.
  • Several commenters like “fake OS” as branding because it avoids misleading non-technical users.

Naming and Affiliation Concerns

  • Some worry using “GodotOS” and prominent disclaimers suggests risky brand confusion with the Godot foundation.
  • Others think the name is fine, comparable to app names that prefix a toolkit (e.g., starting with “Q” for Qt apps).

Nostalgia and Prior Art

  • Strong nostalgia for 90s/2000s “sub-OSes” and GUIs built in QBasic, Turbo Pascal, GameMaker, and similar tools.
  • People recall these as formative programming projects (often never progressing beyond the GUI).
  • Related domains mentioned: in-browser OS-like UIs, movie/TV mock operating systems, and games built entirely around fake OS environments.

Godot as a General UI / App Framework

  • Several see this project as a proof of concept for Godot as a cross‑platform desktop app framework:
    • Single executable + data file distribution is praised.
    • Performance is generally reported as good, especially compared to heavy Electron apps.
  • Others highlight limitations:
    • Large WebAssembly export size for web use.
    • Lack of mature native integrations (tray icons, notifications, webcams, printers).
    • Concerns about accessibility, text rendering, localization, and native look-and-feel versus web/OS toolkits.
    • GDScript is criticized by some for weak typing and error handling.

Comparisons to Other Stacks (Electron, Flatpak, etc.)

  • Long subthread compares Godot vs Electron:
    • Pro‑Electron: huge ecosystem, mature text and accessibility stack, can be performant when engineered carefully.
    • Pro‑Godot: more predictable high-performance GPU UI, potentially better defaults when devs don’t heavily optimize.
  • Flatpak/AppImage discussed as alternative distribution models; some see self-contained Godot binaries as simpler, others stress Flatpak’s sandboxing and system-integration benefits.

Ideas for Future Uses

  • Interest in turning similar projects into:
    • A real Linux Wayland compositor/desktop environment (with references to existing experiments).
    • GUIs for embedded Linux devices.
    • Tools for film/TV fake computer screens.
    • In‑game OSes for hacking/programming-themed games.