Self-updating screenshots
21–30 of 80 posts
Re: Self-updating screenshots
#22Nice! I actually started to build this exact thing a couple years back, and ended up abstracting it out to something more generic with https://picshift.io/ . That said, I still love the screenshot use case - the original name of this project was ScreenSync ;)
Re: Self-updating screenshots
#23F
Related: Sabotaging projects by overthinking, scope creep, and structural diffing – https://news.ycombinator.com/item?id=47890799
Re: Self-updating screenshots
#24> Then you change the UI slightly – tweak a colour, move a button, update some copy – and suddenly every screenshot that includes that element is stale. You know they’re stale. Your users might not notice, but you know, and it gnaws at you. F Related: Sabotaging projects by overthinking, scope creep, and structural diffing – https://news.ycombinator.com/item?id=47890799
Re: Self-updating screenshots
#25Re: Self-updating screenshots
#26Very cool. For the small casual games I've been vibe coding, I always start from a place where the application has a CLI where it can run headless, rendering to offscreen texture, with a a screenshot command as well as performance instrumentation. It takes no time to include all this, and gives the agent a way to automate the ui and inspect important things. It also lets me trivially have the agent update screenshots…
In some cases it does. Which engine?
Re: Self-updating screenshots
#27The docs for Textual (TUI library for Python) build screenshots along with the docs. Technically not really screenshots, they are SVGs, but principle is the same. They never get out of date.