Event JSON
{
"id": "c80d8337a3798bdbcb2cadcdf623c548643ce626214a16f8ec014c9b4eace091",
"pubkey": "8026d9caebca0b48414bb50cddfdb4abd8c3dff7b07b5efd762e3a89006e1b2e",
"created_at": 1709703224,
"kind": 1,
"tags": [
[
"p",
"259ad07a7b4b4f86befc0fce99c37be5d68a505c86f4dcd532ce363bc0d5317c",
"wss://relay.mostr.pub"
],
[
"p",
"59c5c61181eb766e339fd4da8594510cc8ee73ae967fe4298fafc81c718619d4",
"wss://relay.mostr.pub"
],
[
"e",
"93f70c61744459056c892cf1e6094a9d09bc6395cd5b8762ca8e9574d1282acc",
"wss://relay.mostr.pub",
"reply"
],
[
"proxy",
"https://mastodon.gamedev.place/users/rygorous/statuses/112047110503553133",
"activitypub"
]
],
"content": "nostr:npub1ykddq7nmfd8cd0hupl8fnsmmuhtg55zusm6de4fjecmrhsx4x97qvw6j2y The classic is doing this on a scanline level to get \"rubber vectors\". Sort of the equivalent of rolling shutter artifacts. This one was a thing on Amiga at least. Scanline-based because that way you don't even have to copy anything, you can just twiddle the bitplane fetch pointers every scan line via copper.",
"sig": "cc1cc16873a1e566878495d1ffa28779bcb079dba425a0091ac12311f0e91dead1842402dc85b73f14c1b92f6b1bc34bf8a3bbbe8b99c73d40499f13dd36e51d"
}