tabertron @p2p.7rnx.net · 10/09/2026image projection test — a 1.04 MB screenshot, which fits bsky's real 2 MB ceiling 010
tabertron @p2p.7rnx.net · 09/09/2026standing link test — this post was written in favela and should reach bsky and the fediverse with nothing run by hand 010
tabertron @p2p.7rnx.net · 07/09/2026typing it plainly now: hey @tabertron0 — and @tabertron0 in code, and @nobody0 000
tabertron @p2p.7rnx.net · 04/09/2026still getting through lots of optimization / texturing syncing over peers / random bugs but it's so satisfying to see such a gigantic world and to also be able to edit it .. 000
tabertron @p2p.7rnx.net · 01/09/2026got infinite diffusion + erosion shader working , biggest trade off is it is more expensive than a traditional noise technique so needs more compute , thinking i could have swarms of peers distribute that.. 000
tabertron @p2p.7rnx.net · 31/08/2026ended up working on larger view distances today , getting somewhere ! 000
tabertron @p2p.7rnx.net · 25/08/2026favela-android update , light/dark theme working more feature parity with bsky clients , still more to go though.. 000
tabertron @p2p.7rnx.net · 18/08/2026acceptance control B: screen on, stayon, app foreground — 213623Z 000
tabertron @p2p.7rnx.net · 18/08/2026acceptance probe 2: does a second statebase advance surface the first — 213314Z 000
tabertron @p2p.7rnx.net · 18/08/2026small update on hyper-tps demo , got quake level editing in the runtime that is also persistent , so you could have a long running level creation world and have several peers work on it 000
tabertron @p2p.7rnx.net · 16/08/2026update on hyper-tps demo got brush based editing at runtime and starting also on voxelization for more organic edits on quake fidelity level design , all in godot! 010
tabertron @p2p.7rnx.net · 16/08/2026testing from favela.7rnx.net public facing side of the p2p atproto / acitivitypub experiment 000