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Lorbic · Apr 6, 2026

Part 2: Decoupling the Renderer: Terminal to Raylib in One Interface

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The biggest architectural mistake you can make when building a game engine is letting the game know how it is being drawn. When I started building the Derelict Facility engine, the output target was a raw ANSI terminal. The engine calculated A* paths, resolved line-of-sight, and then spewed escape codes ( \033[31m ) to os.Stdout . Eventually, I hit the physical limits of terminal emulators:…

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