Yeah, the README doesn't have screenshots; but the docs site does - https://godot-pty.github.io/gpty/ - 1 for now, but each release's blog entry gets the main app page + one for any salient features.
I'll add that in; maybe defaulted to folded on the README, a gallery of app screens or snippets. I need to spend some time on the UX, but yeah, screenshots (and possibly some sort of an intro video that explains features) is something I should've also added to the README.
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...
a note about "Doom on a preganancy test". It wasn't actually running on the pregnancy test. It was displayed on the tests 1 color LCD screen, but everything else was different hardware. It was a test of hacking the display and what it was capable of in cheap disposable device, not the processing power of the electronics in the test.
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
jesus christ i don’t get this attitude at all. you do realize that software is like 100x easier to make than it used to be right? the world is severely idea-constrained in a way that it hasn’t been since, what, 1992 with the web? i love robust, “hard problem” engineering more than your average bear, but we are so much further down the alan kay “the right pov is worth 60iq points” road than we have ever been in my lifetime, and this is a very non-obvious, creative mashup of things that i directly found inspiring. not because i think the project is perfect or genius or extremely well-executed or anything like that— because it is a creative mix of things, and we live in an age where we can be exponentially more creative with what kinds of atoms we can smash together than ever before.
The concepts/reg-ex redirect is how I was imagining the autonomous agent automation. It does need to be fleshed out a bit more, but essentially, it was an easy way to let a process to know what's happening in another process so it could react appropriately. The e2e tests are a good use-case, but not something I've looked into yet (in theory, the framework should hold up for it)
Original intent was just a hobby/side project. As it grew, I thought maybe posting about it would be alright in case people find the idea interesting.
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.
Agree on Chrome being top-dog in this space. Electron would've been the easy (pragmatic?) choice. But the design decision was to use Godot and not create yet-another-Chrome-Electron app. It's certainly not pretty to look at in its current state.
This is something I'm mainly working on it on my free time so figured why not see how far I could push things.
yeah, personally i think branching out and using something like a game engine for something like this is a fairly inspired choice. inspired meaning that it literally inspired me to immediately think “oh yeah, there really is a wider universe of UI stuff that can push good fps and not be electron”. so just for that alone i appreciate this project’s existence. :)
i will definitely be curious to see how you find that decision to be working out for you as the project evolves— will definitely be keeping my eye on it! actual refreshing, interesting take!
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.
Thanks, wasn't familiar with these, I'll look into them though the project direction is unlikely to change to swap Godot out. As of now, the binaries are in the 60-80 MB range; so not tiny - but not something I'd consider massive for what it is.
Usage has been relatively snappy (could be better, I suppose, I need more time). Definitely not sluggish.
A concern is that RAM usage is on the higher side (this is something I'll look at on the next release).
This is just straight up false. You can compile subsets of the engine even in Godot 3. Godot 4 has made this a first class citizen.
C++ coding is just fine. It's not painful. It can be a bit of boilerplate to expose c++ member fields and functions to the rest of the engine but you get some great power out of that. Just use compile your own module right into the engine. Don't use gdnative.
As someone who's codes a lot of c++ in Godot I really am not sure what your talking about here.
SDL isn't even in the same dimension of usability compared to the Godot editor.
On top of that, if you wanted to godot-rust is a extremely well supported - we've used it extensively and have nothing but praise. There are several other language bindings with varying levels of support too, no need to stick with C++ if that's really their line in the sand.
Appreciate the time you took to point this out. Yes, the docs as they are now are LLM written. It might help a bit more if you can point out to a particular section or file that stands out. If not, no worries, I will plan on doing a manual sweep across all .mds for better (clearer) readability.
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.
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).
It sort of goes over the "why?"/"why now?"; but TLDR; Wanted to use Godot & Rust in personal project(s) (no pressing need for it) I saw Cate & wondered whether I could use this tech. stack to replicate, instead of web tech. So that's where it all started. I know that if you want to live in the terminal, there's tmux and herdr, and I'm not (also can't) compete with them. But I can surface a terminal that then lets TUI folks stay in their preferred apps. The residual why/why now are largely shaped by what I want (feature-wise) to put into the tool.
And the next big feature I want is a personal knowledge management. Maybe it looks like a complex beast; but the core idea driving my features are what I want on a daily basis without switching context as much. Sorry, I know it's not a great answer, bit rambly.
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).
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.
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.
nitinreddy88 | 11 hours ago
[OP] 1nv1n | 11 hours ago
I'll add that in; maybe defaulted to folded on the README, a gallery of app screens or snippets. I need to spend some time on the UX, but yeah, screenshots (and possibly some sort of an intro video that explains features) is something I should've also added to the README.
evrimoztamur | 11 hours ago
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...
drakythe | 11 hours ago
ButlerianJihad | 11 hours ago
easterncalculus | 10 hours ago
mathisfun123 | 10 hours ago
simlevesque | 10 hours ago
There's a new one every day posted on r/tmux
internet101010 | 10 hours ago
derac | 11 hours ago
rvz | 10 hours ago
So we get an abundance of (useless) software.
echelon | 10 hours ago
igor_nast | 10 hours ago
[OP] 1nv1n | 8 hours ago
igor_nast | 7 hours ago
keeganpoppen | 4 hours ago
alanning | 11 hours ago
[OP] 1nv1n | 10 hours ago
Original intent was just a hobby/side project. As it grew, I thought maybe posting about it would be alright in case people find the idea interesting.
bob1029 | 11 hours ago
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.
[OP] 1nv1n | 10 hours ago
This is something I'm mainly working on it on my free time so figured why not see how far I could push things.
keeganpoppen | 5 hours ago
i will definitely be curious to see how you find that decision to be working out for you as the project evolves— will definitely be keeping my eye on it! actual refreshing, interesting take!
tancop | 10 hours ago
[OP] 1nv1n | 10 hours ago
Usage has been relatively snappy (could be better, I suppose, I need more time). Definitely not sluggish.
A concern is that RAM usage is on the higher side (this is something I'll look at on the next release).
dustbunny | 9 hours ago
C++ coding is just fine. It's not painful. It can be a bit of boilerplate to expose c++ member fields and functions to the rest of the engine but you get some great power out of that. Just use compile your own module right into the engine. Don't use gdnative.
As someone who's codes a lot of c++ in Godot I really am not sure what your talking about here.
SDL isn't even in the same dimension of usability compared to the Godot editor.
TkTech | 4 hours ago
submain | 10 hours ago
[OP] 1nv1n | 9 hours ago
icarito | 10 hours ago
rcr-anti | 10 hours ago
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.
ronsor | 7 hours ago
TkTech | 4 hours ago
For everything else, https://gameaccessibilityguidelines.com/full-list/ is a great checklist.
ronsor | 4 hours ago
sebastianconcpt | 9 hours ago
[OP] 1nv1n | 9 hours ago
It sort of goes over the "why?"/"why now?"; but TLDR; Wanted to use Godot & Rust in personal project(s) (no pressing need for it) I saw Cate & wondered whether I could use this tech. stack to replicate, instead of web tech. So that's where it all started. I know that if you want to live in the terminal, there's tmux and herdr, and I'm not (also can't) compete with them. But I can surface a terminal that then lets TUI folks stay in their preferred apps. The residual why/why now are largely shaped by what I want (feature-wise) to put into the tool.
And the next big feature I want is a personal knowledge management. Maybe it looks like a complex beast; but the core idea driving my features are what I want on a daily basis without switching context as much. Sorry, I know it's not a great answer, bit rambly.
password4321 | 9 hours ago
railka | 9 hours ago
[OP] 1nv1n | 9 hours ago
colechristensen | 9 hours ago
1. https://alacritty.org/
2. https://blog.fangorn.io/tex-in-terminal
3. https://anvil.fangorn.io/fangorn/huorn-minecraft
4. https://blog.fangorn.io/alacritty-in-godot
Bayard_ne | 2 hours ago