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.
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"toot": "http://joinmastodon.org/ns#",
"votersCount": "toot:votersCount",
"litepub": "http://litepub.social/ns#",
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"Hashtag": "as:Hashtag"
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"published": "2023-05-20T17:44:40Z",
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"content": "<p>New instance, new <a href=\"https://peoplemaking.games/tags/introduction\" class=\"mention hashtag\" rel=\"tag\">#<span>introduction</span></a> </p><p>I messed around with a lot of old Maxis games as a kid and kind of expected more would come out that would teach me how the world "really worked" in a way I could use to decide how to live my life. I still don't know what that would be like, exactly, but I figure *somebody* does, so I'm making a tool to help them, whoever they are: the Life Simulator Engine, <a href=\"https://peoplemaking.games/tags/LiSE\" class=\"mention hashtag\" rel=\"tag\">#<span>LiSE</span></a>, pronounced "lies".</p><p>The core feature is time travel. The development kit for Inform 7 had this, and it seemed so obviously useful that I needed to have it. This replaces save files; now, everything that ever happened in any playthrough of your game lives in a database.</p><p>There's also a rules engine, similar to the one in Ren'Py's Dating Sim Engine. By compartmentalizing the complexity of your game's rules, it should make them easier to reason about, and there's a way to time travel to just before or after any particular rule, to see if it did the right thing.</p><p>Take a look:</p><p><a href=\"https://vimeo.com/815795673\" target=\"_blank\" rel=\"nofollow noopener noreferrer\" translate=\"no\"><span class=\"invisible\">https://</span><span class=\"\">vimeo.com/815795673</span><span class=\"invisible\"></span></a></p>",
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"en": "<p>New instance, new <a href=\"https://peoplemaking.games/tags/introduction\" class=\"mention hashtag\" rel=\"tag\">#<span>introduction</span></a> </p><p>I messed around with a lot of old Maxis games as a kid and kind of expected more would come out that would teach me how the world "really worked" in a way I could use to decide how to live my life. I still don't know what that would be like, exactly, but I figure *somebody* does, so I'm making a tool to help them, whoever they are: the Life Simulator Engine, <a href=\"https://peoplemaking.games/tags/LiSE\" class=\"mention hashtag\" rel=\"tag\">#<span>LiSE</span></a>, pronounced "lies".</p><p>The core feature is time travel. The development kit for Inform 7 had this, and it seemed so obviously useful that I needed to have it. This replaces save files; now, everything that ever happened in any playthrough of your game lives in a database.</p><p>There's also a rules engine, similar to the one in Ren'Py's Dating Sim Engine. By compartmentalizing the complexity of your game's rules, it should make them easier to reason about, and there's a way to time travel to just before or after any particular rule, to see if it did the right thing.</p><p>Take a look:</p><p><a href=\"https://vimeo.com/815795673\" target=\"_blank\" rel=\"nofollow noopener noreferrer\" translate=\"no\"><span class=\"invisible\">https://</span><span class=\"\">vimeo.com/815795673</span><span class=\"invisible\"></span></a></p>"
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"updated": "2023-09-21T23:53:44Z",
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"name": "Demonstration of the ELiDE frontend: time travel, rules editor",
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