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javcasasyesterday at 9:09 PM3 repliesview on HN

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)


Replies

ux266478yesterday at 10:14 PM

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.

munificenttoday at 4:49 AM

My roguelike's "graphics" are a simulated terminal, so it's a 2D grid of colored characters. It's essentially a TUI, just like Claude Code, except instead of rendering to a real terminal using ANSI escapes, I render to a web canvas using... something probably more complex than what Claude has to do. It's still not hard.

tikimcfeeyesterday at 10:43 PM

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.