More Than One Way
I’ve been making my way through the 2D GDQuest Module 5, which is involving collisions and physics. Neat! So that got me thinking, what about dragging cards? Turns out there’s a lot of ways to do this. I went down a YouTube rabbithole comparing many techniques, and I wasn’t finding a lot of consensus.
I happened upon Drag and Drop Systems in Godot by Snoeyz, which compares three different techniques: native drag and drop, button-based drag and drop, and mouse event-based drag and drop. The author preferred their mouse event-based solution over native, but that may also be biased. The true takeaway:
If it wasn’t obvious, there’s no “best” solution. But I did learn a lot along the way.
Herein lies the struggle; I am learning this, and I do want to do things in the “best” way, but I also want to ship things. I love “best practices,” but only if it seems industry- and peer-reviewed with consensus about “one size fits most.” If the only tool you know is a hammer, then everything looks like a nail; sure, but do you want a place to live or a third of a perfect place to live.
Tangentially, I found an artist whose work I would love to incorporate into my work, but I’m way too early to reach out. Their aesthetic matches my approach; minimal, stark, but effective. When I’m doing my own UIs, they’re not great but they work and there’s not a lot of noise. What they offer that I don’t is the style. If I can make something work with their look and feel… but more importantly, I need to make it work.
I’m looking forward to productivity tomorrow. Today, I had a minimally invasive medical test, I picked up the weekly CSA, a part-time job teaching brass instruments to kids, followed by my own trumpet lesson. I still made time for programming, but not enough. It’s a balance.