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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
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.
added on the 2017-06-22 22:57:15 by Gargaj Gargaj
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.

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Might be coming to a theater near you, once I get it finished.
added on the 2017-06-23 00:06:48 by yzi yzi
yzi, while that looks cool, i hope people will want to be more creative than ray marching + 4klang
added on the 2017-06-23 02:07:22 by reptile reptile
wait that fire effect is raymarched? impressive.
added on the 2017-06-23 06:25:15 by skrebbel skrebbel
*sigh*
added on the 2017-06-23 13:21:38 by reptile reptile
your *sigh* convinced me, thanks! yes, it would be horrible if more raymarked 4klang intros would be released.
added on the 2017-06-23 13:47:50 by skrebbel skrebbel
Skrebbel, not sure what makes you think i care about convincing you :)
added on the 2017-06-23 14:29:46 by reptile reptile
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.
added on the 2017-06-23 14:33:20 by skrebbel skrebbel
A 4k will prove my subjective opinion wrong? I don't know what you're on, but send me some a sample please :)
added on the 2017-06-23 14:36:08 by reptile reptile
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:

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.
added on the 2017-06-26 22:29:18 by yzi yzi
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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. ;)
added on the 2017-06-27 20:24:14 by Blueberry Blueberry
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.
added on the 2017-06-27 23:57:59 by yzi yzi
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.

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(Clicky for embiggen)

Looking forward to getting my filthy mitts on Blueberry's graph-based monster!
added on the 2017-06-28 15:30:30 by Fell Fell
Always work in progress, mainly for 8kb intros, but also suited for 4ks:
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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.
added on the 2017-06-29 01:34:22 by xTr1m xTr1m
Really enjoying seeing people's tools, esp of people whose work I love... moar pls
added on the 2017-06-29 11:14:23 by Fell Fell
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).
added on the 2017-06-29 19:43:04 by Blueberry Blueberry
Still doing it the "oldschool" way :(

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added on the 2017-06-29 20:20:47 by Virgill Virgill
Does anyone use Dev C++ for a 4kb intro coding? Does it create output files for Crinkler?
Still a work in progress:

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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.
added on the 2017-06-30 02:36:22 by mudlord mudlord
https://github.com/w23/nwep
added on the 2017-06-30 09:07:30 by keen keen
what Virgill said
added on the 2017-06-30 09:42:12 by pohar pohar
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? ;)
added on the 2017-08-07 14:00:32 by BPL BPL

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