perchance

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[–] perchance@lemmy.world 6 points 2 days ago* (last edited 2 days ago)

For any website on the internet (not specific to perchance):

  • If you're not using a VPN, then your IP is visible to any webpage you visit. From your IP, the author of the page can guess at your country/state/region (definitely not street address or anything close to that, to be clear).
  • If you are using a reputable VPN, and you've got their browser extension installed, then it shouldn't be possible for anyone to see your IP, regardless of whether WebRTC is being used on the page (via peerjs or any other multiplayer/peer-to-peer type frameworks). For example, I know that the NordVPN browser extension enables WebRTC leak protection by default.
  • A side note just to clarify: peerjs is not a malicious script - it's used all over the internet for multiplayer games, video conferencing, and that type of thing.

TL;DR: If you want to hide your IP, you need to use a reputable VPN like NordVPN, and make sure you've got their browser extension installed. This applies to any website on the internet, not just perchance, to be clear.

[–] perchance@lemmy.world 3 points 2 days ago* (last edited 2 days ago) (1 children)

Sorry about that! It was a bug on my end, not your fault. It should be fixed now - please let me know if it's still occuring.

[–] perchance@lemmy.world 2 points 1 week ago (1 children)

Ah good point! Sorry for the delay here, I've just added the ability to write imageOptions as a function - so you should now be able to just replace your original imageOptions with something like this:

imageOptions() =>
  gs = input.Gscale.evaluateItem;
  return {
    guidanceScale: gs,
    saveDescription: `Guidance Scale is ${gs}`,
    // ... etc.
  };
[–] perchance@lemmy.world 1 points 1 week ago* (last edited 1 week ago)

I'm not sure which generator you're talking about here. I don't think I've substantially changed the UI of any of my own generators recently. Note that anyone can create their own generator on Perchance, so you might have been using someone else's. Can you share a link?

[–] perchance@lemmy.world 2 points 1 week ago (1 children)

Hmm I wasn't able to reproduce this. I made a character with just oc.window.show() in custom code and opened it on Android Chrome, and closed the window with the button, and I was still able to scroll down the chat feed. Can you share more details (and/or a character share link) so I can reproduce?

[–] perchance@lemmy.world 4 points 1 week ago* (last edited 1 week ago) (2 children)

Fixed, thanks! I've just removed that old default regex filter list entirely since it's literally one character to work around the blocked words, and I can't defend against that without even more false positives like your example. We have the (much more intelligent) report system now, so it's less needed I think. Generator devs can of course add their own custom regex filters, like before.

[–] perchance@lemmy.world 3 points 1 week ago* (last edited 1 week ago) (2 children)

Yeah I agree it's confusing for newbies. The choice to make the tags separate from the comments plugin is partly to avoid centralizing plugin stuff, and partly to reduce the chance of accidental deanonymization/identity-linking - same idea behind why people get a new/separate comments plugin tag for each generator they visit.

The reasons I added the tag btw were:

  1. To make impersonation harder/less-disruptive in galleries that people use to chat.
  2. The tag was, in effect, already "visible" to non-newbies - e.g. by using the block button and seeing which images disappear, or via browser's "inspect element" debugging tool, or by activating moderation view (which anyone can do) and double-clicking on an image. So by not displaying the tag, the interface was giving users the false impression that each image post was completely/independently anonymous, which is bad.

It wouldn't be too hard for me to add a way for the comments plugin to be used as 'auth' for other plugins, so that if you have a username on the comments plugin, you could use it to "prove" who you are to other plugins like the text to image plugin, which could then sign/tag the image with your username. That would be one way to keep the plugins composable rather than coupled/centralized, and would allow people to opt-in to deanonymization/identity-linking.

[–] perchance@lemmy.world 3 points 2 weeks ago* (last edited 2 weeks ago) (3 children)

Sorry for the delay on this, it's a good question. I'm assuming you're talking about using this plugin: https://perchance.org/t2i-framework-plugin-v2

If so, I've just added a settings.beforeGenerate function to make this easy to do:

settings
  beforeGenerate() =>
    gs = input.Gscale.evaluateItem;
  imageOptions
    guidanceScale = [gs]
    saveDescription = Guidance Scale is [gs]

That beforeGenerate function runs right after the user clicks the generate button, but before any images are actually generated, so you can use it to do any preprocessing work, like in this example where we create a variable with a specific guidanceScale value that'll be used in multiple other places in your code during the later phases.

I've added example usage at the bottom of the settings in this generator: https://perchance.org/ai-text-to-image-generator#edit

Let me know if you notice any bugs or have any issues with it.

[–] perchance@lemmy.world 1 points 2 weeks ago* (last edited 2 weeks ago)

This should do the trick:

[tooltip("<img style=\"height:12px\" src=\"[buy.Cons.PowerCharge.img]\"/>", "example text")]

There are a couple of gotchas here which are easy to trip on:

  • Since we're writing code inside a square block, we don't need to backlash before the equals signs.
  • Since we're using quotes-within-quotes, we need to put backslashes before the inner quotes.

For the second issue, you can actually use single quotes for the outer quotes instead, which means you don't need to backslash the inner quotes:

[tooltip('<img style="height:12px" src="[buy.Cons.PowerCharge.img]"/>', "example text")]

Pro tip: This, btw, is just regular JavaScript stuff (the syntax/code inside square blocks is always just executed as JavaScript), rather than anything specific to the perchance engine itself, so you can ask an AI something like:

why isn't this javascript working? tooltip(<img style="height:12px" src="[buy.Cons.PowerCharge.img]"/>, example text)

And it should give you an answer even if it doesn't know anything about perchance (though it may be a bit confused by [buy.Cons.PowerCharge.img] because that's perchance syntax, and it probably expects to see a plain https url there in place of that).

[–] perchance@lemmy.world 4 points 2 weeks ago

Thanks for your detailed investigation here. I'm not sure, but I think editing "hidden from AI" / etc. is actually just triggering a re-render, which "shows" the issue, rather than actually causes it.

One possibility is that you're using some custom code in that character that (likely via oc.messageRenderingPipeline) purposefully/inadvertantly edits the prompt inside the <image>...</image> tag, which would cause a mismatch.

I was thinking I could match it via a heuristic like just checking (imgN:0) if the initial __savedImages exact-prompt-match fails, but I think that would mean editing the message to change an image prompt wouldn't work - i.e. it'd just load the stale one rather than loading the new one. I could maybe make imgN increment for any prompt that's manually edited, but I haven't thought that through fully and my suspicion is that that gets a bit iffy. I think we do need to keep exact-match, and if so, then any custom code that 'renders' a message (oc.messageRenderingPipeline) shouldn't touch anything inside <image> tags. Same goes for custom code that edits the actual content of a message of course.

sometimes generates images with a completely empty prompt

Thanks! Fixed.

[–] perchance@lemmy.world 2 points 3 weeks ago (3 children)

Thanks for letting me know about this! I think I've fixed it (for now, at least) by optimizing away some bottlenecks. I'm overdue a server upgrade for the comments plugin, so if you continue to get problems, please let me know and I'll expedite the move to a larger server.

[–] perchance@lemmy.world 4 points 1 month ago (1 children)

Thanks! I think this is fixed now (assuming you meant tabbed-comments-plugin-v1)

 

I didn't expect it to take this long for me to get the new text model under control. It's much more intelligent in general, but the repetition and random fixations can get surprisingly bad.

Sorry about that. This is just a heads up that I'm still working on it, and it'll likely remain a bumpy ride for the next couple of months.

Thanks to those who have complained here and on reddit, especially the posts that give concrete examples of issues, and attempted workarounds, etc.

Please do keep posting any issues/discoveries, ideally with share links to give me specific examples that I can test.


Other news:

  • I'm still working on the next image gen update, and am hoping it will improve fine details, text rendering, and overall image quality. It should also be about 2x faster. If all goes well (which, from experience, it won't) I should be able to get that done in the next month or so.

  • For a long time I've been very close to shipping a multiplayer plugin and database plugin. I've actually made multiple 'ready to ship' draft plugins of both, but have been disatisfied with the design and ended up not publishing each time. Using these plugins won't trigger ads on the generator, so I need to be really careful about the overall architecture to ensure the the servers for them are dirt-cheap to run. I also want to make them fun/simple to use of course. Once I get text and images stable, I'm going to focus on these two plugins and finally get them done.

 

You can now click the gear icon in the text editor and create a "collab link" for your generator. If you share that link with others, they'll be able to edit/save the generator, and you'll be able to see each others text cursors/carets.

You can disable/invalidate the link, and regenerate a new one.

Please let me know if there are any issues! I may be able to improve the performance/latency of it after some more work on the server.

 

Several months ago I said new image generation quality would be coming soon. Then flux came out and I was like "oh cool, i'll just wait a month or so for community finetunes", and once again informed people that an image gen upgrade was not far off. But it turns out flux is really hard to finetune in its current form.

Aside: There have been attempts to fix this issue, but we're not quite there. I've been helping some people who are working on this (mainly dataset stuff, I'm no ML researcher), and progress is being made, but we're still at least a month away from 'serious' flux finetunes.

So base flux still doesn't know 'basic' stuff (e.g. doesn't even know most pokemon), and illustrious (another new model) requires a very specific prompting format.

While helping with the eventual open source flux finetune, I have also been attempting to put together a system that would intelligently route to the best model based on prompt content, and also generate tags for illustrious based on a natural language prompt, but it's still not good enough.

So Perchance images are atrociously bad at this point, and I considered just upgrading to SDXL, but this would likely mean two upgrades in a short period of time, both of which would require prompt engineering adjustments on the part of perchance generator devs. That would be annoying, and maybe more painful than just dealing with bad generation quality for another month or two.

In hindsight, I should have just upgraded to SDXL midway through 2024 (or even earlier). We may actually get another text gen upgrade before the image gen one at this rate. We're also getting close on video gen now with models like HunyuanVideo, which seems to be finetunable, and is quite fast with FastVideo.

Tangentially, I've been spending a lot of time on behind the scenes server stuff recently. For example, I've had to add filters to prevent people from uploading literal CSAM to perchance.org/upload - a problem that I naively did not consider when first creating the upload feature. This sort of work is annoying because it doesn't result in fun new features or plugins, but spending time on automating this sort of thing is important, because it ensures that e.g. using features like /upload doesn't require logging in, and doesn't e.g. require employing people for moderation. I'd much rather move a bit slower, and ensure perchance's sustainability and complete independence.

And tangential to that: One thing that I want to publicly promise, just so I can say "I told you so" in 20 years, is that Perchance will never "sell out" or "rug pull" in any sense of either phrase. It'll always be a bit weird. It'll never get investors, I'll never sell it, never require login, never send you emails (except e.g. password reset), never put ads on generators (unless it imports an AI/server-GPU-powered plugin), never add user-hostile social mechanics that try to increase 'engagement metrics', and so on. The OG devs here know this I hope, but there are newbies and non-devs here who think perchance is just another "AI site" that is burning investor money to keep it free, in preparation for a rugpull once they have market share. Perchance is a different kind of website. It's a public good that I maintain, not a "startup". The price you pay for this as someone who uses perchance is slower development, which I think is worth it, especially considering that it's always been like this, and people seem to like perchance (though I'm sure many wish I could fix/improve things faster).

So anyway, this was (supposed to be) just a quick post about what's been happening recently on the dev side of things. Apologies for the huge delay on the image gen side of things. Also sorry for the lack of response to a lot of posts and messages - I have a large backlog of stuff to get to (as usual, please feel free to ping me again and/or repost weekly).

 

I've received a few messages from experienced developers asking how they might be able to help improve Perchance. I typed out a decently long (but somewhat rambling and incomplete) response to a message just now and figured I might as well post it publicly for the benefit of others who are interested.

The TL;DR is probably: The most impactful thing that devs can do for the perchance community is to just have fun building things (generators/plugins/etc) that are interesting/useful to you, and then share your creations with friends or communities that might enjoy them. This is very helpful!

Message response below:


The Perchance site itself is really just a code editor with a sandboxed iframe (that the code is thrown into), and a mongodb server for accounts/generators, so not a lot of my dev time goes into that level of the platform. And the DSL/engine doesn't change much at this point (though an overhaul will likely come at some point), so most of my time is spent on creating plugins, examples/applications, and stuff like that.

I could add a bunch more features to the site, but I prefer to keep the foundation very simple, which is why I create plugins like perchance.org/upload-plugin and perchance.org/comments-plugin and so on. I.e. instead of adding comments as a "native" feature, I just add it as a plugin, which allows me to be more nimble and experimental.

There are limits to this, of course. One native feature that is sorely needed imo is collaborative editing - akin to Google Docs, so you can just share a link to start working on stuff with others. Another is optional AI-assisted code auto-completion. For both of those I need to upgrade to CodeMirror 6, but the Lezer stuff is kinda gnarly. If someone managed to get the Perchance DSL highlighted with CodeMirror 6 that would be very handy, but this is definitely not a "good first issue". I did spend one day on it, thinking that's all it'd take, but I now realize that it's something which I'll need to set aside several days for, and I've been putting it off.

Here's the basic setup for CodeMirror 6: https://perchance.org/codemirror6-basic-html#edit

And I originally thought I'd use the same mixed parsing approach that @codemirror/lang-html uses, except instead of the HTML script tags triggering the transition from non-JS text to JS-highlighted text, it'd be square brackets (and function headers), but I think the problem with that is that the HTML parser has the advantage that the closing script tag in HTML code always means "end of JS" (even if it's e.g. in the middle of a JS string! this can be somewhat surprising to many web devs), whereas closing square brackets can 'validly' occur in JS code without necessarily indicating the end of a square block. Someone here seems to have come to the conclusion that Lezer might not be a good fit for this sort of thing, and so a stream parser might be the way to go, but I'm not so sure, because IIUC, @codemirror/lang-javascript manages to do it with template strings. I.e. ${ to indicate start of JS, and } to indicate end. That's almost identical to what is needed for the Perchance DSL, so it seems like Lezer can do this. But maybe @codemirror/lang-javascript is doing some non-Lezer stuff, since IIRC there are some proprocessing/tokenization things you can do before it gets passed to Lezer. Either way, using the official JavaScript (or html/markdown/etc - which includes it as a sub-module) parser, with some minimal modifications, is probably the way to go, since I don't want to have to maintain a from-scratch lib of that level of complexity.

So that's one thing that comes to mind right now, but that said, probably the most helpful thing that community members can to do to help Perchance is to create generators/plugins/games/etc. An interesting one that I noticed a few days ago, as an example: https://perchance.org/ai-roguelike and another: https://perchance.org/infinitecraft-but-its-a-trading-card-game

The advantage of helping in this way is: 1) it's fun and you can just build stuff that's interesting to you, and 2) it doesn't require any coordination with me or anyone else. The latter point is pretty important because I'm a pretty solitary/hermit type of person, so it may be hard to get in contact with me for several weeks at a time.

I've spent quite a bit of time recently building generators to try and provide examples of games/experiences/tools that can be created with the AI plugins. The more people there are doing this, the more I can move down to the lower levels of Perchance. My bottleneck is currently at the higher "application" level, rather than the platform level, if that makes sense.

 

By "hide" I mean it shows a button in the top-right, which when clicked, shows the full header bar.

Examples:

Please let me know if you run into any issues or have feedback 🙏

Edit: Also, for people who know some JavaScript, you can use the public generator list API to get generators with specific tags like this:

let data = await fetch(`https://perchance.org/api/getGeneratorList?tags=foo`).then(r => r.json()); // returns generators tagged 'foo'
let data = await fetch(`https://perchance.org/api/getGeneratorList?tags=foo,bar`).then(r => r.json()); // foo AND bar
 

I think I got to the root of what was causing this. If anyone is still having issues signing up, please comment here.

 

See plugin page for details and examples:

https://perchance.org/favicon-plugin

 

As was noted on the plugin page, this was on the roadmap, but not yet supported. I've added support now thanks to a prod from @wthit56 so you can treat it just like you would a normal 'static' import.

One nice use case that this properly/robustly unlocks is the situation where you e.g. have a plugin that you've made, and you want to import the comments plugin so people can chat about your plugin and ask questions, but you don't want to cause all importers of your plugin to automatically get the comments plugin as a dependency.

If you just dynamically import the plugin in your HTML panel, then importers of your plugin won't get the comments plugin as a dependency. Example:

https://perchance.org/import-only-in-html-panel-no-dependency-example#edit

(Reminder that, as mentioned on the dynamic import plugin page, you should only use the dynamic import plugin in very particular scenarios, like this one, or e.g. when you have hundreds of imports but only a subset of those imports tend to get used by any particular user of your generator. Regular imports will generally allow for much faster generator loading, since all the data is preloaded.)

 

As usual, the Chrome team is leading the charge on some exciting new web platform tech. The goal is to release some prototypes and eventually write up the feature as a browser standard that would make its way into all browsers (i.e. not just Chrome).

The point is, it'd run completely on-device (no cloud access, works offline), so it'd be a very small model, but would likely still be smart enough for a lot of tasks - e.g. summarizing text, converting a list of words into a grammatically correct sentence/description, guessing an appropriate emotion based on some character dialogue, etc.

Article: https://developer.chrome.com/docs/ai/built-in

The key problem with these text generation models is how massive they are. They're so big that they could literally fill your entire device (for smart phones and cheap laptops, at least), and would bloat the initial browser download time from a few minutes to a few days for a lot of people.

Still, smaller models are getting surprisingly smart, and while they're still several times the size of the actual browser download itself, this download can be done in the background.

Either way, I'm excited about this new direction, because there are lots of tasks that don't require an extremely smart model, and so it's overkill to use /ai-text-plugin, especially since it means ads will be shown for non-logged-in users.

One problem that I do anticipate, is that the models will be extremely "safety-oriented", meaning refusal to even generate stuff like violence in a DnD fantasy adventure, and stuff like that. I know from experience that Google's Gemini models have false-positive-refusal rates that almost make them unusable even for many sfw tasks. There is a mention of LoRA fine-tuning in the article, which is very exciting and might help with that. If you're a web dev, you can use the links on the page to test their prototypes and give constructive+professional feedback on them. It'd be good for the health of the web platform to have some of the feedback be for use-cases like Perchance, and not just e.g. business applications.

Tangentially, builders here may also be interested in Transformers.js which allows you to run AI models in your browser. Ad-free AI plugins could already be created using this project, although for a lot of models the download times are a bit too long, and processing times also a bit too long (for mobile devices especially). Still, the situation is improving quite rapidly. /ai-character-chat already uses Transformers.js for text embedding.

 

This likely won't be relevant to a lot of devs here, because the remember plugin does the job fine in most cases, but:

Here's a normal text input (id is not needed for this example, but is almost always needed so adding it here):

<input id="thingyInput">

And here's one which remembers what you type into it even after page refresh:

<input id="thingyInput" oninput="localStorage.thingy=this.value" value="[localStorage.thingy || '']">

Of course, the remember-plugin can do this for you, but I often find myself reaching for the above pattern for its simplicity.

localStorage is what the remember-plugin uses behind the scenes - whatever you store in it will be persisted even after page refresh. It's a built-in browser/JavaScript feature - not something that's specific to Perchance.

The || '' in [localStorage.thingy || ''] means or ''. In other words, it means or output nothing. If you want a default value for when the user loads the page for the first time, you could write [localStorage.thingy || 'blah'] which means "use whatever is in localStorage.thingy if it exists, otherwise use 'blah'"

 

For example, if you've made a world building religion generator, and you title it "The Arch Bible" or something like that (i.e. something that's more of a "brand" than a "description"), then people won't be able to use a web search engine to find it unless they already know its name. In other words, people don't search for "The Arch Bible" when they want to find a religion generator - they of course search something like "fantasy religion generator" or whatever - so make sure you put keywords like that in your $meta.title/$meta.description if you want to make it easy for others to find it.

Search engines heavily weight the page title in their search, so it definitely pays to have a $meta.title which appropriately summarizes what your generator does in a few words. It's fine to have something like "Fantasy Religion Generator - The Arch Bible" as your title - i.e. a description, plus a "brand". Just don't leave out the key descriptive terms.

I'm writing this post because I don't think people realize how the "popular" generators on Perchance actually tend to get popular - it's one of two things:

  1. (rare & temporary) The generator happened to go viral on social media somehow.
  2. (common & long-term) The generator's title and/or description was descriptive, and so random people around the world each day hit their page via a Google search, which can add up to thousands of visitors in just a few months if it's a popular "topic" that people search for.

Popular generators almost always get popular via #2, and #2 often eventually leads to #1 - i.e. people find it via a search engine, and then share it with their friends on social media, and then at some point (for whatever reason) it goes viral. I think people tend to incorrectly assume that #1 is the main factor in a generator's popularity (it can be, but it's rare).

TL;DR: Use appropriate descriptive terms in your title and description if you'd like your generator to become well known. Think about the sorts of keywords that people would type into a search engine to find your generator.

 

Note that the 'auto' checkbox doesn't actually clear variables - it just fully re-executes all the square/curly blocks in the HTML. So if you're doing stuff where your code needs variables to be "cleared"/fresh before the first generation, then you'll have noticed that you actually need to click the 'reload' button (or refresh the whole browser tab) to get your generator back to a completely "fresh" state. But, as the annoying message would inform you, clicking the reload button required saving your generator first. That's not required any more. I should have fixed this about 6 years ago. Took about 15 mins 😐

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