Happy New Year everyone! Here is our first Windows Terminal Preview release of the year! In this release, we focused on porting many of our beloved settings to the Settings UI. We also have several bug fixes and accessibility updates as well. We are also updating Windows Terminal stable to version 1.22 which will include […]| Windows Command Line
GitHub Copilot users can now use the power of GitHub Copilot to get command suggestions and explanations without leaving the terminal with Terminal Chat in Windows Terminal Canary 🚀 This is available for all GitHub Copilot Individual, Business, and Enterprise customers. To get started, sign up for a GitHub Copilot free trial and check out […]| Windows Command Line
Hello friends, we have a new Windows Terminal Preview release! Windows Terminal Preview 1.22 is a large release that contains new features such as Sixel image support (a LARGE community contribution!), Grapheme Cluster Support, the Snippets Pane, Quick Fixes in CMD, and a new Cooked Read popup in CMD to name a few!| Windows Command Line
We are pleased to announce the release of WinGet.CommandNotFound! This PowerShell module is a feedback provider plugin for PowerShell that leverages the Windows Package Manager to provide suggestions for packages to install when a native command cannot be found. The command-line predictor feature in PowerShell enables this module to display WinGet packages as predictive suggestions. […]| Windows Command Line
Windows Terminal is back with another preview release! Windows Terminal Preview 1.21 introduces long-awaited features like Buffer Restore and fontfall back as well as new experimental features like Scratchpad and the ability to load up an image as a texture. There’s also a LOT MORE stuff so check out the rest of this blog post […]| Windows Command Line
I've been creating a series of posts about creating a Window's console game from scratch in C. This post will act as a culmination of many different posts throughout my blog in the form of an open source game engine called AsciiEngine.| Randy Gaul's Game Programming Blog
In the previous post I had talked a little bit about image ordering, and image transparency. The way the image data was held in memory was very quirky! We had to create an entire header file for each image, and each image had to be an entirely different structure definition due to arrays of data being different from image to image. I'd like to show you a method that makes use of some clever macros in order to achieve an interesting variable-sized image structure! The idea was actually brought...| Randy Gaul's Game Programming Blog
The previous post in this series was on a wonderful bag of tricks used to set a custom color palette (awesome!) and change the font and font size. In this post we'll be going over the painter's algorithm, and how to actually make use of it in your game.| Randy Gaul's Game Programming Blog
Last post the topic was of event handling, this article is going to cover a treat! I have recently been graced with a great sample source code of a program that can alter the windows console font, color palette, and font size. If you've ever searched for methods of changing these aspects, if you're like me, you'd have found a whole lot of nothing. Luckily, like I mentioned, someone gave me some sample source code that I'd like to share.| Randy Gaul's Game Programming Blog
The last post in this series was on writing to the console; this post I'd like to go over handling events within the Windows Console. There are two types of events we're interested in: Keyboard Events and Mouse Events. The rest of the type of events we're going to ignore (and MSDN actually advises this on a couple internally used event types). In order to read keyboard events and mouse events, we need to get a record of all events that have occurred to the console since the last time these ev...| Randy Gaul's Game Programming Blog
Previously I showed you all how to set up a console window! Now lets talk about writing to the Windows console. One can use printf, or fprintf, but those options aren't really exactly ideal; you don't have a desired amount of control. We're going to use the function WriteConsoleOutput in order to write a buffer of characters (array of characters) onto the console's screen buffer. The screen buffer is the inside of your game's window in which characters are written to and appear. In order to...| Randy Gaul's Game Programming Blog
Have you ever seen cool looking games made with purely ASCII graphics? For example the image on the right is an amazing mock-up of an idea for a game that seems to revolve around creating some sort of city on a platform to defend from air-based attackers. I've done a bit of research, and have actually begun a project of creating an entire game from scratch by using the Windows Console as the platform. This is a great way for newer programmers to jump into game development for the following re...| Randy Gaul's Game Programming Blog
Happy New Year! The Windows Terminal team is back with our first preview release of the year! Windows Terminal Preview 1.20 introduces several changes such as the automatic deferral of package updates while Windows Terminal is running, support for colorful and crazy line styles, changes to the way search results are highlighted and LOTS of […]| Windows Command Line
The Windows Terminal team is back with a new preview release! Windows Terminal Preview 1.19 introduces new features such as Broadcast Input, Web Search, the Suggestions UI and more! We are also updating Windows Terminal to version 1.18 which will include all of the features from this previous blog post. As always, you can install […]| Windows Command Line