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)
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.
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.
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.