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Comments (36)

  • rcr-anti
    If you squint, Godot has a cross platform hardware accelerated GUI. The editor is itself, in a sense, a Godot app and has builds for VR Headsets, Android, web apps, all the usual platforms. The extension api works pretty good too for Rust, and Rust itself has a fantastic cross platform and WASM story. It might be cursed, but it can get complicated stuff out the door and in anyone's hands fast.edit: they also recently created libgodot, which flips the model. Your application owns and controls whatever components you want to pull from Godot. Being open source and relatively legible of a code base you could presumably strip out a lot you don't need.
  • nitinreddy88
    A project without screenshots - I dont know how they expect us to understand unless we read everything
  • sebastianconcpt
    Can you add a "why?" / "why now?" section? Don't be another project that is a bunch of how that is leaving out to explain why it exists or exemplify what classes of problems it unlocks solutions for (applicability).
  • icarito
    Love to see Godot used creatively beyond games! The terminal is for sure an area that can see innovation, why not!
  • railka
    I tried different terminals and multiplexers for agent development: tty7, Warp, Herdr... Now my favorite is tty7. It does exactly what i wanted from a modern terminal, what Warp should have become.
  • password4321
    Fyne.io in Go also doesn't want to support a browser, but that is a great way to expand mindshare (similar to implementing a solid data grid in a UI toolkit).
  • anon
    undefined
  • submain
    The documentation is really hard to read. It's full of claudisms and verbosity. I highly recommend you to do a human review on the whole thing.
  • bob1029
    While I appreciate the creativity around using a game engine for non gaming applications, this does not seem like a particularly good fit.If most of your problem is 2d window/text stuff, the web browser is probably the best foundation to work with. UI and hud functionality in COTS game engines is light years behind what chromium and friends can do today.
  • tancop
    Godot is a pretty monolithic engine and I don't know if you can really compile it down to a reasonable size for non game use cases. The scripting language is pretty slow and I remember coding in C++ was painful even after 4.0. I think you're better off with Raylib, Bevy or plain SDL.
  • alanning
    Is the intended use to improve automation by agents during verification? To make it easier to drive Godot apps during e2e tests, for example?
  • derac
    lmao how is this on the front page at the 2 spot? People upvoting based on seeing buzzwords I assume? It's cool that small projects can get recognition here but this is not useful software
  • colechristensen
    I've done a lot of things reusing/modifying the internals of alacritty [1] to put terminals in things. TeX in the terminal [2], a terminal in minecraft [3], Alacritty in Godot [4], and not pictured, alacritty in a swift plugin for macos/ios/ipados all at various levels of completion.1. https://alacritty.org/2. https://blog.fangorn.io/tex-in-terminal3. https://anvil.fangorn.io/fangorn/huorn-minecraft4. https://blog.fangorn.io/alacritty-in-godot
  • evrimoztamur
    This is such a cursed combination... I really don't understand what you get from Godot that benefits you for building a TTY "multiplexer."Wildly vibe-coded to the extent that it's more misguided than Doom on a pregnancy test...Also looking at OP's notes here, there doesn't even seem to be a need for this to exist, "FPS counter" ..? Perhaps, I don't know, fake terminals on a spaceship or something. Yueash...
  • w2tdnrla911
    [dead]
  • markaius
    [dead]
  • anon
    undefined