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Yes, and of those, my impression is that there are niche ones that look OK, game engines that look great but take a lot of work, and then there's just TUIs, whi
by jvanderbot 4mo ago
Yes, and of those, my impression is that there are niche ones that look OK, game engines that look great but take a lot of work, and then there's just TUIs, which look retrocool and run blazing fast, and are really easy to write.
- rbanffy 4mo ago> and are really easy to write. And, sometimes, all you want is to output text.
- breuleux 4mo ago> and then there's just TUIs, which look retrocool and run blazing fast, and are really easy to write I mean, I don't even think that's true. Many TUIs are bloated, dogshit slow, and it's not trivial to write complex TUIs without glitches or flickering. The more people start making TUIs because it's the current fad, the worse they will get.
- jvanderbot 4mo agoYou're probably right. TUIs (being old) have selection bias towards quality. However, my experience writing TUIs is that it's not even the same class of difficulty as writing GUIs. GUIs by any means have way more overhead and learning curve. Not to mention that a TUI is more likely to be immediately CLi compatible via adding a --no-tui flag, or CLI patchable via --tui.
- breuleux 4mo agoI suppose. I think it depends on your tooling somewhat. I mean, looking at the feature article, Bonsai lets you define TUI elements with an HTML-inspired syntax -- so if you're using that, it's a similar difficulty as writing a web interface, minus starting a server, Electron, or styling stuff yourself. You can just stay in the terminal. That's nice! But if you don't have such facilities and you want something more elaborate than just sequentially printing information, TUIs can be a bit rough.
- jvanderbot 4mo agoRatatui is pretty great. Try it out.
- Narishma 4mo agoGame engines are no different than web browsers for this use case.