ClamAV Frontend in Godot - eviltoast

This might be good. Hope you enjoy what I made.

cross-posted from: https://lemmy.world/post/16356895

I hope this software is useful to those who feel they need it.

Available on codeberg: https://codeberg.org/MarshReaper/GuardianSecurityCenter/releases/latest

This is a client that makes use of the ClamAV packages available in most repositories. It is made to replace ClamTK and check that box for people wanting to use Linux.

Some features are still in development, so not for production use just yet. But, you can run a quick scan and update signatures which is basic enough for most users.

I saw a video DistroTube posted and it made me a bit confused. It was about the Kasperky being offered on Linux. If you have seen the comments you would understand.

Anyways, this had me remember people I know ask me about anti viruses on Linux. I tried ClamTK, but it is very unintuitive and has a somewhat broken workflow.

I hopped on Godot and searched for an image of a popular antivirus software. I then made the software using the pretty layout that many people are used to.

I learned some things about Godot and I hope others will too with this project. Enjoy!

Also, if anyone could help me find the best way to distribute this software that would be great! (flatpak? repos? it requires administrative privileges)

  • Valmond@lemmy.world
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    7 months ago

    Redrawing a painting app every frame, isn’t that just nitpicking optimisation from year 2000?

    • Thomrade@lemmy.world
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      7 months ago

      Not necessarily, as pointed out in another comment, if you had 5, 10 or even more apps open at once, and ALL of them were redrawing entirely every frame there might be some significant impact. In the naive case where you’re build a small app to do one thing, Godot works great as is, once you understand this limitation. I also just learned of a new feature "low processor mode that explicitly prevents full redrawing unless something changes, Ive edited my original comment to mention it.

      • Valmond@lemmy.world
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        6 months ago

        Well that’s not how it works?

        I mean you play 8 games, have photoshop and 3DStudio open at the same time?

        Modern GPUs can handle a lot, 10 programs painting the whole screen is easy peasy, but again, when do you have 10 softs open at the same time??

        I’m quite confused why this could be a problem outside some artificial setup :-)

        • Thomrade@lemmy.world
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          6 months ago

          I don’t think its that unlikely, depending on the workflow. For example when I’m working on a game in Godot I have Godot itself, aseprite for texture editing, trenchbroom for level editing, audacity for sound editing, a 3d modeling tool, a code editor, messaging app, music player, that’s 8 already and not counting the browser!

          • Valmond@lemmy.world
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            6 months ago

            Yeah but except the 3D modeling & Godot the rest isn’t using a quarter of half of 10% of the VRAM or the GPU (probably way less).

            I mean I had 3dStudio, Photoshop & the multiplayer 3D game + server I was working on open without a hassle (plus browser, audacity, …) on a standard E8400 Core in 2010.

            A full HD screen is like 2M pixels, you can write that 100 times at 60hz with a 6600GT.

            It’s just a non issue, or I’m missing something here.

            • Thomrade@lemmy.world
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              6 months ago

              I think you might think I’m arguing against Godot for app UI. I’m not in fact I’m totally in favour of it! What I’m originally saying is that people who are against it, argue it’d because its inefficient compared to regular UI toolkits. To deny that would be a lie, because yes, it is. But that doesn’t mean you don’t use it. You just understand the trade offs your making, and you try to minimise those tradeoffs with optimisations. If every app ignored optimisations for efficiency, wed be in a much worse situation. All those apps run smoothly in tandem because devs have made the optimisations. Its good practice to try and do the samez if you use Godot for app UI.