add testing module; integrate holographic effects into vial_fill shader with noise texture, sum-of-sines water surface, top-down lighting, foam line, and font outlines for readability
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README.md
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README.md
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@ -6,16 +6,24 @@ A fancy status monitor built with the Godot Engine. V stands for the Roman numer
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V Panel is a visually rich, real-time status monitoring dashboard built entirely in Godot. Designed to be both functional and aesthetically polished, it serves as a showcase for Godot's UI capabilities outside of gaming — custom shaders, smooth animations, reactive layouts, and system integration.
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## Goals
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## Features
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- **Beautiful UI** — Smooth animations, custom shaders, stylish typography, and a cohesive dark theme.
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- **Real-time data** — Display live system metrics (CPU, memory, disk, network, processes).
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- **Modular panels** — Each metric or subsystem gets its own panel widget. Easy to add, remove, or rearrange.
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- **Godot showcase** — Demonstrate what Godot can do for non-game applications.
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- **Responsive grid dashboard** — Modules auto-arrange in a dynamic grid that adapts to window size. Drag-and-drop to rearrange.
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- **Shader-based vial fill** — Each module uses a custom `vial_fill.gdshader` instead of progress bars. Features sum-of-sines water surface animation, edge-damped meniscus, wave distortion, ripple rings, swirl, HSV colour shifting, top-down lighting, sparkle effects, and a foam surface line.
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- **Live system monitoring** — Reads CPU usage from `/proc/stat` and memory usage from `/proc/meminfo` on Linux. Extensible module system for adding new collectors.
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- **Smooth animations** — All fill level transitions use tweens with cubic easing.
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## Modules
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| Module | Data Source | Description |
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|--------|-------------|-------------|
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| CPU | `/proc/stat` | Real-time CPU usage percentage |
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| Memory | `/proc/meminfo` | Real-time memory usage percentage |
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| Testing | N/A (cycles 0–100%) | Shader visual testing with stepped fill levels |
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## Project Status
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Early development. The framework and initial modules are being designed now.
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Active development. Core framework, drag-and-drop, CPU/memory collectors, and shader-based vial fill are implemented. More system modules (disk, network) are planned.
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## License
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