As I understood, you base64 the zipped data on input and the other way around on output.
The reasoning being that the base64'd binary data is safe from being corrupted when the file is edited in text editors, as a response to the warning stated on the last paragraph of the original post.
I thought I had commented on that thread but ... apparently not.
Anyway. I built my own hand-rolled dither filter for my canvas library - see the CodePen demo to see it attempt to dither a live video stream (warning: site will ask for permission to use your device's camera before displaying the canvas) - https://codepen.io/kaliedarik/pen/OJOaOZz
The problem I have with the filter is that it's not consistent across video frames (the dither jiggles around, even when nothing is moving between frames). It's really annoying and I don't know how to solve it. Does anyone know of any research/solutions for this sort of thing?
I have seen that page before - an excellent writeup on how to morph the dither pattern to a sphere and match it to camera rotation to get rid of the dither jank as a character/camera moves through the game scene. But I don't think it applies to my particular issue of seeing dither jank on a webcam livestream.
Maybe there's a way of adapting my algorithm to give it some memory of previous frames to help minimise the jank that occurs as the current frame's output is calculated. Or identify static parts of the current frame compared to the previous frame and only recalculate the dither for the pixels that have changed beyond a minimal color distance threshold?
Great idea! ++ for things that are jQuery-free. :)
One quick (fix/)suggestion: the kutty header on the top left, even being a clickable link to home as expected, changes the cursor to textual selection cursor upon hover instead of the usual link/hand/finger pointer. :)
Suggestion to the leads of this project: make the product objective/statement clearer.
Maybe I'm not the target demographic for this but I was met with a wall of text and couldn't make much of it all.
It seems exciting and also complex, at least for me, but selecting the right words can go a long way.
I know that I can search the archives and this current thread to get more context but this might not be the case of whoever gets directly to the introduction page.
Feel free to contact me should you want to review those texts. I'd gladly try to give you my humble help.
Obscurantism is very much the point, otherwise nobody even attempt to take it seriously. The target demographic is 'people whom you might be able to bamboozle into also becoming crypotnazis' which I realize sounds bananas but that's barely scratching the surface of the banananess of it all.
You might as well be asking spammers and 419 scammers to up their spelling and grammar so that more upstanding citizens could take advantage of those lucrative opportunities
They intentionally make Urbit obscure, for reasons explained in the UR post introducing the idea 2011. It basically has to do with keeping out people who are a net drain on a new software project (software entryists, "developer evangelists", etc.).
I miss verge-rpg.com.
While it still exists it's not the same it used to be back in the day, I picked it up when Verge2 was just out of the oven.
It was such a nice community.
We hosted Hours of Verge (HoV!) events from time to time, usually from 24 to 72 hours long, to team up and build games around a theme, and voted for the best afterwards.
It was so fun to play the other games created. Yes, there are other sites and communities that still do that but Verge was dear to me and what really got me started into development.
I met some awesome people that turned out to be brilliant devs in AAA games and composers that made songs for many cool games such as Unreal.
The reasoning being that the base64'd binary data is safe from being corrupted when the file is edited in text editors, as a response to the warning stated on the last paragraph of the original post.