A small tool to view real-world ActivityPub objects as JSON! Enter a URL
or username from Mastodon or a similar service below, and we'll send a
request with
the right
Accept
header
to the server to view the underlying object.
{
"@context": [
"https://www.w3.org/ns/activitystreams",
{
"ostatus": "http://ostatus.org#",
"atomUri": "ostatus:atomUri",
"inReplyToAtomUri": "ostatus:inReplyToAtomUri",
"conversation": "ostatus:conversation",
"sensitive": "as:sensitive",
"toot": "http://joinmastodon.org/ns#",
"votersCount": "toot:votersCount",
"Hashtag": "as:Hashtag"
}
],
"id": "https://mastodon.gamedev.place/users/bitinn/statuses/113391197344937925",
"type": "Note",
"summary": null,
"inReplyTo": "https://mastodon.gamedev.place/users/bitinn/statuses/113390788338369728",
"published": "2024-10-29T14:32:41Z",
"url": "https://mastodon.gamedev.place/@bitinn/113391197344937925",
"attributedTo": "https://mastodon.gamedev.place/users/bitinn",
"to": [
"https://www.w3.org/ns/activitystreams#Public"
],
"cc": [
"https://mastodon.gamedev.place/users/bitinn/followers"
],
"sensitive": false,
"atomUri": "https://mastodon.gamedev.place/users/bitinn/statuses/113391197344937925",
"inReplyToAtomUri": "https://mastodon.gamedev.place/users/bitinn/statuses/113390788338369728",
"conversation": "tag:mastodon.gamedev.place,2024-10-29:objectId=117274039:objectType=Conversation",
"content": "<p>The problem here is SRP batcher encourages Uber shader but you can only pack so many options without encumbering users. As soon as you split shader you are then forced to keep all properties the same otherwise you have to split cbuffer for each shader variant.</p><p>We find it very hard to reason about ifdef within cbuffer, even if we use <a href=\"https://mastodon.gamedev.place/tags/define\" class=\"mention hashtag\" rel=\"tag\">#<span>define</span></a> per shader to manage them.</p>",
"contentMap": {
"en": "<p>The problem here is SRP batcher encourages Uber shader but you can only pack so many options without encumbering users. As soon as you split shader you are then forced to keep all properties the same otherwise you have to split cbuffer for each shader variant.</p><p>We find it very hard to reason about ifdef within cbuffer, even if we use <a href=\"https://mastodon.gamedev.place/tags/define\" class=\"mention hashtag\" rel=\"tag\">#<span>define</span></a> per shader to manage them.</p>"
},
"attachment": [],
"tag": [
{
"type": "Hashtag",
"href": "https://mastodon.gamedev.place/tags/define",
"name": "#define"
}
],
"replies": {
"id": "https://mastodon.gamedev.place/users/bitinn/statuses/113391197344937925/replies",
"type": "Collection",
"first": {
"type": "CollectionPage",
"next": "https://mastodon.gamedev.place/users/bitinn/statuses/113391197344937925/replies?min_id=113391680378635055&page=true",
"partOf": "https://mastodon.gamedev.place/users/bitinn/statuses/113391197344937925/replies",
"items": [
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}
},
"likes": {
"id": "https://mastodon.gamedev.place/users/bitinn/statuses/113391197344937925/likes",
"type": "Collection",
"totalItems": 0
},
"shares": {
"id": "https://mastodon.gamedev.place/users/bitinn/statuses/113391197344937925/shares",
"type": "Collection",
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}
}