A system monitor
| addons | ||
| assets | ||
| autoload | ||
| panels | ||
| scenes | ||
| scripts | ||
| shaders | ||
| themes | ||
| .gitignore | ||
| AGENTS.md | ||
| main.gd | ||
| main.tscn | ||
| project.godot | ||
| README.md | ||
V Panel
A fancy status monitor built with the Godot Engine. V stands for the Roman numeral 5 — a nod to my online handle, Fifthdread.
Overview
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.
Features
- Responsive grid dashboard — Modules auto-arrange in a dynamic grid that adapts to window size. Drag-and-drop to rearrange.
- Shader-based vial fill — Each module uses a custom
vial_fill.gdshaderinstead 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. - Live system monitoring — Reads CPU usage from
/proc/statand memory usage from/proc/meminfoon Linux. Extensible module system for adding new collectors. - Smooth animations — All fill level transitions use tweens with cubic easing.
Modules
| Module | Data Source | Description |
|---|---|---|
| CPU | /proc/stat |
Real-time CPU usage percentage |
| Memory | /proc/meminfo |
Real-time memory usage percentage |
| Testing | N/A (cycles 0–100%) | Shader visual testing with stepped fill levels |
Project Status
Active development. Core framework, drag-and-drop, CPU/memory collectors, and shader-based vial fill are implemented. More system modules (disk, network) are planned.
License
TBD