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  • Hacker News
  • 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).
  • Yeah, I understand their direction/scope. While web-dev is easy; the underlying tech and all the edge cases for web browsers is a huge undertaking.
  • 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.
  • What would you say was the one (or multiple) killer feature(s) that took you away from herdr/warp/tmux/etc. and towards tty7?
  • Terminals and web browsers are our main UI drivers right, so yeah, it makes sense to have a super app that provides them both in the best way. Embdding a terminal inside a web app is annoying because of Ctrl-W and other issues, and embedding a web broswer inside a terminal is even more weird. So we wind up having Wayland compositors do the work to combine them in one environment.

    I tried to do this with a simple wgpu + winit app, servo, and alactitty_terminal, and it kinda worked, but both terminal and web browser rendered poorly.

    by da-x
  • 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.
  • 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.
  • Love to see Godot used creatively beyond games! The terminal is for sure an area that can see innovation, why not!
  • 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).
  • I had been thinking about that & wrote a blog post last week: https://godot-pty.github.io/gpty/docs/overview/story/

    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.

  • Semi-related: I built a Godot plugin that adds a Ghostty-based terminal pane to the Godot editor (https://godotengine.org/asset-library/asset/5426).

    Godot as an application platform and not just a game engine is a really interesting idea. Given Godot’s editor is built as a Godot engine game, it has a very rich UI system, and it is pretty easy for agents to work with.

  • I made an internal GUI tool for company in Godot. It uses GDExtension to interact with OS systems, namely serial/COM ports. Yes, you can make quite good desktop GUI applications in Godot, with mostly its default toolkit!

    Also, exploring minified Godot template compilation led to me distributing a 24 MB portable package (10MB zipped). Astonishingly efficient.

  • 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-terminal

    3. https://anvil.fangorn.io/fangorn/huorn-minecraft

    4. https://blog.fangorn.io/alacritty-in-godot

  • A project without screenshots - I dont know how they expect us to understand unless we read everything
  • 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.

  • 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.

  • Just try to remember accessibility concerns.