What is your favorite FarCry and why it is FarCry 4 ?
▲ 414 r/farcry

What is your favorite FarCry and why it is FarCry 4 ?

Trust me I played

FarCry 4: 10+ times

FarCry 3: 5± times

FarCry 2: 3 times

FarCry 5: <2 times

FarCry: 1 time

FarCry Primal: 1 time

FarCry Blood Dragon: <1 time

FarCry 6: couldn't even complete

I think it might be unpopular opinion but by far FarCry 4 is the best one. Yours ?

u/NoEgg2932 — 11 days ago

Browsentic - an opensource agentic browser extension that connects to any of your local AI harness (claude, codex or agy)

Browsentic a chromium (Google Chrome, Edge or Brave) extension that loopback to a daemon (installed along with the extension) and connects to your AI harness you already use (claude, codex or agy at the moment). It is FREE*,* opensource*, no* account*, no* telemetry & MIT license.

https://github.com/imshaikot/browsentic

Browsentic is the last thing you would want to add your agentic browsing flow and human in-the-flow automation, I wouldn't want to claim that strongly but try it yourself - you'll see.

Key capabilities

  1. Optimized integrated daemon for agentic browser-use for your local AI harnesses
  2. Built-in 50+ deterministic browser accessibility & navigation tools for harness & MCP client to use
  3. Can sense, see and act in order
  4. You can create your own (task or site based) skill for frequent use (same as you'd create or use skill in claude)
  5. Create & invoke page/site specific tools that are not in the built-in's (injects script in the content-window, always blocked & requires user's approval)
  6. Can do trusted-click (so no bot detection failure & captcha can be solved as well)
  7. Record & replay your browsing actions for repeated tasks
  8. Download & Upload files and organize files as you ask (oh also can take & save screenshots)
  9. You can attach a file (ex. your resume) and that will be analyzed & shoved into the context window and AI'd take action accordingly
  10. Bi-directional agentic browse (loopback & MCP)
  11. You can orchestrate multiple agents in multiple tabs for different tasks
  12. First-class client for WebMCP supported sites
  13. Point and chat with your AI agent
  14. WebSpeech API for voice command

Many more features and if there is any specific feature missing, just ask in the side-panel chat window to your AI agent to create one ;)

- Unlike Claude in Chrome it supports other harness and runs everything in your machine

- Unlike playwright extension, it is a human-in-the-loop bi-directional agentic browser extension (even for non tach-savvy users)

- Unlike browser-use, browsentic runs on your logged in browser (no new browser)

Docs: https://browsentic.com/docs

Install: https://browsentic.com/install

u/NoEgg2932 — 25 days ago
▲ 3 r/neogeo

Retro P2P: Neo Geo and CPS-1/CPS-2 arcade co-op, in the browser

Two or three people, each in their own browser, playing the same arcade game's built-in co-op together. Every player runs their own emulator and only inputs are synced over WebRTC, so there is no server in between: all machines compute the same frames in lockstep at about 1.8 KB/s per peer, with no video stream and no display latency.

It ships no games and downloads none. You load a romset you are entitled to use, and a guest joining mid-game receives the host's session directly from the peers.

Play: https://imshaikot.github.io/retro-games-p2p-multiplayer-coop/
Source: https://github.com/imshaikot/retro-games-p2p-multiplayer-coop

Actual game plays are censord

reddit.com
u/NoEgg2932 — 1 month ago
▲ 4 r/WebRTC

Built P2P arcade co-op where only inputs cross the wire (~2 KB/s per peer), the data-channel and PeerJS lessons that cost me the most

I built a browser app where 2–3 people play CPS-1/CPS-2 and Neo Geo arcade games together. There's no video streaming: every peer runs the same emulator (FBNeo compiled to WASM) and we synchronise inputs only - deterministic lockstep. Frame N runs only after every player's input for N has arrived, so all machines compute an identical game for about 1.8 KB/s per peer. The broker (PeerJS cloud) does signalling and then leaves the path entirely.

The WebRTC lessons, in order of how much they cost me:

1. reliable: false does not mean unreliable. PeerJS only relaxes ordering - it never sets maxRetransmits/maxPacketLifeTime, so SCTP still retransmits until delivery. I log the negotiated channel properties at open to prove it rather than trusting the docs. If your design needs genuinely lossy delivery, measure what you actually got.

2. Design for reordering instead of retransmitting. The input channel is unordered, so every packet just carries the last 12 frames of input (24 bytes of masks). Nothing is ever retransmitted at the application layer - a lost or late packet is repaired by the next one ~16 ms later.

3. PeerJS cannot renegotiate, and an audio slot you never opened is gone forever. A call established with no track negotiates a recvonly m-line that can never carry audio afterwards. Worse: getSenders() on that connection hands you a phantom sender that accepts replaceTrack() and reports success while transmitting nothing. I establish every call with a silent placeholder track and verify the transceiver direction before trusting a sender. Mute/unmute is then replaceTrack on a sender that already exists - no renegotiation ever needed.

4. Glare is solved by convention. One media connection per pair, dialled by the lower peer ID. Both sides agree without talking; nobody double-dials.

5. Don't wait for ICE to tell you a peer died. In lockstep, one silent peer freezes the whole room. A bye control message drops a peer instantly on deliberate exit; a stall timeout (~2.5 s) is the backstop for the tab that got killed. Waiting for connection-state events costs several frozen seconds.

6. requestAnimationFrame stops in backgrounded tabs. Under lockstep, a backgrounded host stops publishing input and freezes everyone else. The frame clock runs off an AudioWorklet tick instead; rAF is just a second pump for when the tab is visible.

7. Data channels are fine for bulk. Savestates and the game file travel over the same channels in fingerprinted 16 KB chunks when someone joins mid-game - paced so the transfer never stalls a frame.

Honest limitations: default STUN only (symmetric NAT needs your own TURN - it's one env var), rooms cap at 3, and it ships/downloads no games - you load a romset you're entitled to use.

Demo (60 s, game pixels masked) and an architecture diagram are in the README.

Don't ask me how to get game ROMs ;)

Play: https://imshaikot.github.io/retro-games-p2p-multiplayer-coop/
Source: https://github.com/imshaikot/retro-games-p2p-multiplayer-coop

Happy to go as deep as anyone wants on the lockstep netcode or the channel behaviour.

u/NoEgg2932 — 1 month ago