Proper IDE for 4kb intro
category: code [glöplog]
Dear sceners
What IDE is very usable for c++ 4kb intro development using Open GL, Clinkster or 4klang and Crinkler? Is Visual Studio or Visual C++ a must? Any alternatives? Does anyone uses Dev C++?
Kind regards
What IDE is very usable for c++ 4kb intro development using Open GL, Clinkster or 4klang and Crinkler? Is Visual Studio or Visual C++ a must? Any alternatives? Does anyone uses Dev C++?
Kind regards
Since none of those IDEs have 4k-specific features you can probably just use whatever you like. Visual Studio has a great debugger though which no other C++ IDE comes even close to.
The IDE is what it is - an environment. Pick the one you like. It's the your compiler / linker that has more of an effect to the actual intro.
Something like this, if you don't absolutely need to code your 4k intro in C++. No Visual Studio or C coding needed, though you can hack and change everything if you like. All x86 code - the little there is - is pure asm compiled with NASM. The project config and build files (which the "IDE" edits) are supposed to be somewhat Makefile compatible.
Might be coming to a theater near you, once I get it finished.
Might be coming to a theater near you, once I get it finished.
yzi, while that looks cool, i hope people will want to be more creative than ray marching + 4klang
wait that fire effect is raymarched? impressive.
*sigh*
your *sigh* convinced me, thanks! yes, it would be horrible if more raymarked 4klang intros would be released.
Skrebbel, not sure what makes you think i care about convincing you :)
of course you care. everybody who gets into arguments on the internet cares.
i care, that's for sure. i hope yzi will make a 4k with only fire effects just to prove you wrong.
i care, that's for sure. i hope yzi will make a 4k with only fire effects just to prove you wrong.
A 4k will prove my subjective opinion wrong? I don't know what you're on, but send me some a sample please :)
Hm, I prefer Geany .. Don't blame the tool ;-) ..
The shader was copied from here http://glslsandbox.com/e#40567.1
It just required a small change, because ShaderMinifier gets confused with this overloaded "mod289" function name:
The idea is, of course, to make it not require x86 coding and Visual Studio or anything, in order to make a prod, if you already have a GLSL shader and 4klang music. Maybe for testing 4klang tunes too.
I thought about generating randomized 4klang tunes, but ... maybe not in the first version. It would be a fun concept though. How about randomized visuals? It should be possible to generate a bunch of objects for a ray marcher. ;) Random-generated fractal caves? Texts and font rendering would be nice to have, but I don't even have support for textures yet.
It just required a small change, because ShaderMinifier gets confused with this overloaded "mod289" function name:
Code:
vec3 mod289(vec3 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 mod289(vec4 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
The idea is, of course, to make it not require x86 coding and Visual Studio or anything, in order to make a prod, if you already have a GLSL shader and 4klang music. Maybe for testing 4klang tunes too.
I thought about generating randomized 4klang tunes, but ... maybe not in the first version. It would be a fun concept though. How about randomized visuals? It should be possible to generate a bunch of objects for a ray marcher. ;) Random-generated fractal caves? Texts and font rendering would be nice to have, but I don't even have support for textures yet.
Used for 13 4k intros so far. Will probably land on GitHub soon (10th anniversary this year would be an appropriate occasion). Could use some cleanup, though. And a proper name. ;)
Darn, a competitor! I hope your IDE isn't easy enough to use to render mine obsolete. Does it make intros from copy/pasted shaders?
obNames: before settling for Compofiller Studio, I thought about calling it CoFi Maker.
obNames: before settling for Compofiller Studio, I thought about calling it CoFi Maker.
This is Rift's in-house 4k studio, 4kampfpanzerin. Fortunately, Clive (from Rock Star Ate My Hamster) is around to help you through the more daunting intro-making tasks.
(Clicky for embiggen)
Looking forward to getting my filthy mitts on Blueberry's graph-based monster!
(Clicky for embiggen)
Looking forward to getting my filthy mitts on Blueberry's graph-based monster!
Always work in progress, mainly for 8kb intros, but also suited for 4ks:
Featuring rocket-like syncing with 2 timelines, multiwindow support, blender-like GUI arrangement, shader live editing, #include support for HLSL files, automatic code generation for shader function pointers, shader merging and minifying.
Featuring rocket-like syncing with 2 timelines, multiwindow support, blender-like GUI arrangement, shader live editing, #include support for HLSL files, automatic code generation for shader function pointers, shader merging and minifying.
Really enjoying seeing people's tools, esp of people whose work I love... moar pls
Quote:
I hope your IDE isn't easy enough to use to render mine obsolete.
Well, it would be a bit of a stretch to call it an IDE, as it is not really integrated...
The graph-based part is only for scripting. It contains high-level operations like Object, Camera, Light. What these mean is up to the selected engine (the list on the right).
Each new intro usually requires a new engine, though some intros share the same engine (for instance, the Wishful trilogy). The main code of each engine is hardcoded into the tool, but it is parameterized by a shader file (and sometimes a text data file) which can be reloaded dynamically.
Music must be presented to the tool as an ogg file plus a special sync file (exported from the converter) containing data for instrument synchronization operators.
To produce an intro, the graph is exported in a bytecode format, which is included in the intro. The intro code contains a compiler for the bytecode plus its own implementation of the engine (which can be more or less the same as in the tool, but is usually more optimized/specialized).
Still doing it the "oldschool" way :(
Does anyone use Dev C++ for a 4kb intro coding? Does it create output files for Crinkler?
Still a work in progress:
Needs GNU Rocket integration (being worked on), audio FFT/amplitude uniforms, as well as widgets for editing shader variables by a immediate mode GUI toolset (nuklear) on the fly.
Needs GNU Rocket integration (being worked on), audio FFT/amplitude uniforms, as well as widgets for editing shader variables by a immediate mode GUI toolset (nuklear) on the fly.
https://github.com/w23/nwep
what Virgill said
Quote:
Used for 13 4k intros so far. Will probably land on GitHub soon (10th anniversary this year would be an appropriate occasion). Could use some cleanup, though. And a proper name. ;)
Yay! that release would be really awesome one! Would some of those 13 amazing 4k intros project files be included as well (thinking specifically about atrium here :)) as examples?
shouldn't be the 10th anniversary very soon? ;)