Frame-Based Terminal Rendering Pipeline
Key takeaways
- On each frame, Claude Code constructs a React-based scene graph, performs layout and rasterization to a 2D screen, diffs against the prior screen, and emits ANSI sequences derived from the diff.
- Claude Code's rendering loop operates under an approximately 16ms per-frame budget.
- Claude Code should be conceptualized less as a simple text UI and more like a small game engine.
Sections
Frame-Based Terminal Rendering Pipeline
The corpus specifies a per-frame rendering mechanism that resembles a graphics-style pipeline: scene graph creation, layout, rasterization, diffing, and emitting ANSI sequences. This is higher-specificity than a generic 'terminal UI' description and implies identifiable performance hotspots (each named stage) that can be profiled and validated.
- On each frame, Claude Code constructs a React-based scene graph, performs layout and rasterization to a 2D screen, diffs against the prior screen, and emits ANSI sequences derived from the diff.
Real-Time Performance Constraint
The corpus states an explicit per-frame time budget (~16ms), introducing a concrete constraint that governs interactivity. This is a watch item because it is directly measurable (frame time under workloads) and, if true, would materially shape how complex the UI can be without degrading responsiveness.
- Claude Code's rendering loop operates under an approximately 16ms per-frame budget.
Product Mental-Model Framing (Game-Engine Vs Simple Tui)
The corpus asserts a reframing dispute about how to conceptualize Claude Code. This framing is directionally consistent with the described frame-based pipeline and time budget, but it remains a conceptual claim rather than an independently verified fact within this corpus.
- Claude Code should be conceptualized less as a simple text UI and more like a small game engine.
Unknowns
- Is there direct confirmatory evidence (e.g., codebase inspection or engineering talk) showing a frame-based render loop with a React scene graph, plus layout/rasterize/diff/ANSI emission stages?
- Under what workloads and environments does Claude Code meet or miss the ~16ms per-frame budget, and what are the primary contributors to frame time?
- What specific characteristics justify the 'small game engine' conceptualization beyond having a render loop (e.g., state management model, animation, input handling, scheduling)?
- What parts of the pipeline are responsible for the diffing behavior and ANSI emission, and how stable is output across terminals and configurations?