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TTE: Terminal Text Effects

chrisbuilds.github.io

191–200 of 279 posts

Re: TTE: Terminal Text Effects

#191

I feel like a good use case for this would be on an oldskool roguelike.

Cogmind is a newer roguelike that uses lots of effects like this. It looks amazing

Also brogue tends to have very fancy ASCII art animation. Cogmind is not strictly ASCII per se.

Re: TTE: Terminal Text Effects

#193

I feel like a good use case for this would be on an oldskool roguelike.

Cogmind is a newer roguelike that uses lots of effects like this. It looks amazing

It also has one of the best user-interfaces of a text-based roguelike ever. And when I say "interface" I don't just mean the graphic design, although that's amazing too.

Re: TTE: Terminal Text Effects

#194

Earlier quoted context omitted.

Anything that downloads from somewhere, eg rsync, wget, package managers, etc. Anything that compresses or decompresses archives, like gzip/gunzip, tar, etc. Anything that performs longer running recursive disk activities, like du, find, etc I’m sure there are plenty more scenarios I haven’t thought of. Though to be clear, I definitely don’t want to see this as a default enabled option in any of these.

If things are working well, they are automated and I rarely see the real time output. If I’m looking at real time output, it’s because I’m doing something manually because something isn’t working the way it’s supposed to, and I’m in no mood for anything that doesn’t help me understand and address the issue. This work is impressive. I love it. For some reason I really like “printer.” I’d be all about it for games or t…

I deliberately mentioned stuff that people are likely to manually run on local and healthy systems. But yeah, I agree with you that the novelty of this stuff wares off quickly.

An example of this done well would be ‘pacman’ package manager where an Easter egg can be enabled to turn the progress bar into a little Pac-Man gobbling pills. It’s not there by default, but it can be enabled if you know how.

Personally, I’m in the same camp as yourself where I’d prefer our tools didn’t have all this cutesy stuff. But people like us seem to be a dying breed.

Re: TTE: Terminal Text Effects

#195

Earlier quoted context omitted.

Would there be a more canonical way do do this?

Not redrawing the parts of the screen that don't need to be redrawn. There's going to be a tradeoff between the amount of works the terminal has to do parsing the input stream, the amount of work the terminal has to do to redraw/update its own buffer, and the amount of work necessary in the program to compute the necessary move commands. IIRC, ncurses does this under the hood.

To be fair, the effects shown here update such a significant part of the screen that tracking the diffs might be bigger overhead than a full-screen refresh

Re: TTE: Terminal Text Effects

#198
One of the killer features of terminal for me is that it's always clean and polished without fancy animations. You can possibly use transparency but that's more than a visual effect, it can actually be useful to let you see what's happening in a background window.

So while technically amazing, I do hope these text effects will never land in real world application, unless it's related to video gaming.

Re: TTE: Terminal Text Effects

#199
post #12

This is cool! we can utilize the 'Burn' or 'ErrorCorrect' effects to highlight warnings or errors in logs dynamically, ensuring critical issues stand out in ongoing terminal output.

No. No, you don't. No one investigating log files wants animations playing in them.

Re: TTE: Terminal Text Effects

#200
post #116

Earlier quoted context omitted.

Would there be a more canonical way do do this?

I think the canonical way would be to ship this in some sort of hard-to-uninstall snap or flatpack package.

Flatpak is actually pretty nice and not affiliated with Canonical. No forced automatic updates with a daemon and easy to manage.
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