• he/they

19 year old furry from pdx. redfash, regular fash, terfs and other shitty people dni | has nsfw follows, will not post nsfw content on main. may rechost sfw stuff from nsfw accounts, be aware

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in reply to @tit's post:

There was a very brief period where I saw a handful of people seriously making the argument that SVG was an ideal alternative to Flash for writing and distributing games that can be played on the web. Imagine a world where Unity and GameMaker came with "export to SVG" features.

also despite being made in Unity's hackweek, there's no actual engine modifications required to make your own Unity -> SVG. you can achieve the entire thing by loading in the binary assets Unity need into memory, then patching the loader that instead of making a network request, it just boots using this already initialised data.

we did this the cursed way of setting the load URL to 0.0.0.0, then injecting our data during error handling, but there's much better ways of doing this.

but yes - for anyone curious, functionally SVGs in a browser have nearly all the features a typical HTML document has, so once you get past the initial excitement of "YOOOO THat's AN SVG!!" and realise that a bunch of websites don't rasterize SVG uploads, this suddenly becomes quite scary - especially as the act of opening an image in a new tab seems innocent, and isn't a behaviour we've trained users to be wary of.

sometime around the 2003-2008 timeframe it was allegedly an exciting thing that was going to be the wave of the future, and we spent some time on projects that we thought might show off its potential, mostly having to do with boardgames. we still think there is potential there.

we can't remember what the label for that particular hype was, it was before html5...