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munificent 4 hours ago

As someone who maintains a roguelike with a terminal-like UI that:

1. Maintains an internal representation of what the game thinks is on screen.

2. Runs the game for one frame which updates that representation.

3. Generates a diff to see how that differs from what's actually on screen.

4. Executes the minimum set of draw calls to get the screen to match the internal representation.

It's really not that hard. It's a few hundred lines of code.

javcasas 4 hours ago | parent [-]

Sure. For a videogame.

> -> rasterizes them to a 2d screen

Also you forgot "render to a framebuffer, then parse the framebuffer back to chars".

Anyway, I'm off to construct the new `ls` command. It will render the list of files to a mesh of billions of polygons in a GPU with advanced shaders, 16x oversampling, HDR and all the graphic acronyms I don't understand, then read the resulting image, find the nearest character in the ANSI charset and use that one.

It will be _glorious_ (and profoundly stupid)

ux266478 3 hours ago | parent | next [-]

Could be improved. Encode the image to webp with high compression settings and handle the ASCII mapping by spinning up a local LLM to do OCR on it. Individually. For each cell.

tikimcfee 2 hours ago | parent | prev [-]

lol... I know you meant this comically, but you just called me out and it's glorious: https://glyph3d.dev

I built a truly glyph based instanced quad system to render millions of characters in space at once.