/cookiedough

high performance demoscene (software) effect rendering + very barebones PC demo framework

Primary LanguageC++OtherNOASSERTION

cookiedough

This is an experiment I started on a slow Netbook (Intel) back in 2006, if I recall correctly, to do some really retro (demoscene) graphical effects.

It shall henceforth be reffered to as 'cocktails with Kurt Bevacqua' (https://en.wikipedia.org/wiki/Kurt_Bevacqua).

Today it runs on OSX (through various standard libraries and something called SSE2NEON) and of course on Windows, using Visual Studio 2019 or newer.

For OSX there is a script in '/target/OSX' which will generate two folders in the root, one for a debug build and one for release. However, it's easier, certainly if you want a non-XCode debugger, to use Visual Studio Code. Install the C++ extension, the CMake one, CMake tools, Makefile extension and probably a couple more, but Code will tell you what you need. If you're not going to use Code, please just run the generated make files and launch from the same folder; use LLDB on command line to debug ;)

Do realize that you need to run a GNU Rocket client locally (or if you've modified '/code/rocket.cpp' perhaps on another machine); if it can't connect it will time out and quit.

DISCLAIMER: this code has been in tinkered with since 17 years back and I'm trying to straighten it out and modernize the use of C++ mostly but it will be an 'as we go' process. It started as a pure C project.

Check /code/main.cpp for a list of third party libraries used and some more useful hints.

** Has content from Comanche (videogame by Novalogic in the early 1990s).
** Has content from The Non-stop Ibiza Experience (demoscene, Orange).

Said content will not be spread in the form of a release.