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.
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.
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.
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.
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).
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.
This is something I'm mainly working on it on my free time so figured why not see how far I could push things.
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.
2. https://blog.fangorn.io/tex-in-terminal
So we get an abundance of (useless) software.
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...
There's a new one every day posted on r/tmux
The browser is probably a non-issue, more a passing thought now. I definitely do not want to bundle or bring in Chromium. If it was a deal-breaker, I would've just gone the Electron route. Appreciate you sharing your WebView extension though, looks neat!
So many times I see projects here I don’t really need, but I always learn something from their readme and code. A lot of time I learn something I can apply to my project. In this case, I use Node-PTY for my terminal control plane but when I run more than 50 agents, it crashes. Maybe using your pty will let me run more agents.
I haven't performance or load tested, it's on the backlog; so I'd be curious on whether this works for your use-case. And if not, feel free to log an issue!