aduros
I think if multiplayer will ever be supported, it should be abstracted in the same way. We might create a runtime for libretro, which could enable adhoc netplay "for free".
* No Glue Code: If you've ever tried to write even a simple "Hello World" with WebAssembly before, you'll know it usually involves writing a bunch of JS and HTML glue. WASM-4 removes all of that, games interface directly with the system through a small API.
* Minimalist: Fantasy consoles force developers to work with limited resources. This makes them simple to learn, and easier to focus on finishing your game.
* Language Agnostic: Use any programming language, as long as it can compile to WebAssembly. Out of the box we currently support: AssemblyScript, C/C++, Rust, Go.
* Portable: WASM-4 is designed to run on any device that can execute WebAssembly, even outside of the web! We're planning a lightweight implementation written in C that will run even on a potato.
Here's an example that converts a file to uppercase:
cat file.txt | pjs '_.toUpperCase()'
It can also scrape websites using CSS selectors: curl https://aduros.com | pjs --html 'h1,h2' '_.text'
And JSON using jq filters: cat database.json | pjs --json '.users[]' '_.age >= 21'
Lots more examples on the README/man page. It's still quite new and may have bugs, if you find one let me know!Show HN: Pjs is an Awk-like CLI for processing textual formats with JavaScript
Have you tried duc for disk usage? It's minimal and has a nice visualizer.
XTerm.vt100.translations: #override \n\
Ctrl <Key>T: spawn-new-terminal()