A windows 4k intro by chlumpie / rebels & pestis / brainlez Coders!, released at Revision 2024.
Source: https://github.com/vsariola/every-datapoint
Capture: https://www.youtube.com/watch?v=zUUtE7zUtCE
More info in the distribution .NFO file
Rocket is included as a submodule in the repo, so you should clone it
with e.g.
git clone --depth=1 --recursive https://github.com/vsariola/every-datapoint
Following tools should be in path:
- nasm
- Python 3
- Shader-minifier
- Crinkler Note: As crinkler.exe, not link.exe
- Optionally: glslangValidator
So far, building has been tested with Visual Studio 2022. Make sure you also installed CMake with it as the build was automated with CMake.
- Open the repository folder using Visual Studio
- Choose the configuration (heavy-1080 is the compo version). Light/medium/heavy refers to compression level, 720/1080/2160 the resolution. Debug versions are for development.
- Build & run.
CMake should copy the exes into the dist/ folder.
Choose the sync-1080 configuration, which has SYNC macro defined. Build it and then:
- Run this rocket server: https://github.com/emoon/rocket
- Then run the sync build intro. Note that if you try to sync.exe before running the server, it just closes. So the server needs to be ran first.
- With the server, open the data/syncs.rocket and start syncing. Then save your changes back to the XML.
If you need more sync tracks, just manually add a new empty track to the
syncs.rocket XML before building the sync
target
(<track name="mygroup#mytrackname"/>
). When building intro, the file
will get processed and the executable will become aware of the sync
variable. The new track will appear as a const variable in the shader.
For a track named mygroup#mytrackname
, a constant
MYGROUP_MYTRACKNAME
will be available to the shader, and you can
access the variable with syncs[MYGROUP_MYTRACKNAME]
. The #
grouping
character is replaced with _
and the string is made uppercase.
Notice that when building the final intro, the sync key values are stored as signed 8.7 fixed point, and as an optimization, all other interpolation modes than step and linear were removed from the player. Thus, never use values outside the range -128 <= x < 128, and never use ramp & smooth interpolation modes.