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https://github.com/rocket/rocket

Rocket
https://github.com/rocket/rocket

c c-plus-plus demoscene rocket

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Rocket

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README

        

# Rocket

[![Build status](https://ci.appveyor.com/api/projects/status/dfq8qaedc6mtsefg/branch/main?svg=true)](https://ci.appveyor.com/project/kusma/rocket/branch/main)
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[![Gitter](https://badges.gitter.im/rocket/rocket.svg)](https://gitter.im/rocket/rocket?utm_source=badge&utm_medium=badge&utm_campaign=pr-badge)
[![license: Zlib](https://img.shields.io/github/license/rocket/rocket.svg)](LICENSE.txt)

Rocket is an intuitive new way of... bah, whatever. It's a sync-tracker, a
tool for synchronizing music and visuals in demoscene productions. It
consists of a GUI editor (using [Qt5](https://www.qt.io/)), and an ANSI C
library that can either communicate with the editor over a network socket,
or play back an exported data-set.

## Compile Editor

The Rocket editor uses qmake as a build-system abstraction, which can be
used to output Makefiles, Microsoft Visual Studio project files or can be
built directly from QtCreator. See the [qmake
documentation](http://doc.qt.io/qt-5/qmake-manual.html) for details.

## Compile Example

Rocket contains an example client called `example_bass`. This is a simple
OpenGL, SDL 1.2 and BASS audio library application, that demonstrates how to
use the Rocket API.

Before compiling the example, you need to make sure you have recent
[SDL](http://www.libsdl.org/) and [BASS](http://www.un4seen.com/) libraries
and includes.

If you're using Microsoft Visual Studio 2013 or above, this should happen
automatically, as these libraries are consumed through NuGet.

The header files and libraries can be installed local to the project by
copying all .lib-files to `examples/lib/`, all .h files to
`examples/include/`, and all .dll files to `examples/`.

Once the prerequisites are installed, the example can be compiled either by
opening examples.sln and selecting `Build` -> `Build Solution` from Visual
Studio 2008 or 2013, or by doing `make examples/example_bass` on Unix-based
systems.

## JavaScript

Thanks to the excellent work of [mog](http://github.com/mog), there's now
JavaScript support. Have a look at [js/README.md](js/README.md) for more
information.

## GameCube, Wii

Rocket should work out-of-the-box using
[devkitPPC](https://devkitpro.org/wiki/Getting_Started). However, before
calling `sync_create_device`, you should init the FAT filesystem and the
network interface, eg. by calling respectively `fatInitDefault` and `if_config`.
Make sure DNS is also set up correctly when testing on real hardware.

## Using the editor

The Rocket editor is laid out like a music-tracker; tracks (or columns) and
rows. Each track represents a separate "variable" in the demo, over the entire
time-domain of the demo. Each row represents a specific point in time, and
consists of a set of key frames. The key frames are interpolated over time
according to their interpolation modes.

### Interpolation modes

Each key frame has an interpolation mode associated with it, and that
interpolation mode is valid until the next key frame is reached. The different
interpolation modes are the following:

* Step : This is the simplest mode, and always returns the key's value.
* Linear : This does a linear interpolation between the current and the next
key's values.
* Smooth : This interpolates in a smooth fashion, the exact function is what
is usually called "smoothstep". Do not confuse this mode with
splines; this only interpolates smoothly between two different
values, it does not try to calculate tangents or any such things.
* Ramp : This is similar to "Linear", but additionally applies an
exponentiation of the interpolation factor.

### Keyboard shortcuts

Some of the Rocket editor's features are available through the menu and some
keyboard shortcut. Here's a list of the supported keyboard shortcuts:

| Shortcut | Action |
|:-------------------------|:-----------------------------|
| Up/Down/Left/Right | Move cursor |
| PgUp/PgDn | Move cursor 16 rows up/down |
| Home/End | Move cursor to begining/end |
| Ctrl+Left/Right | Move track |
| Enter | Enter key frame value |
| Del | Delete key frame |
| i | Enumerate interpolation mode |
| k | Toggle row-bookmark |
| Alt+PgUp/PgDn | Go to prev/next row-bookmark |
| Space | Pause/Resume demo |
| Shift+Up/Down/Left/Right | Select |
| Ctrl+C | Copy |
| Ctrl+V | Paste |
| Ctrl+Z | Undo |
| Shift+Ctrl+Z | Redo |
| Ctrl+B | Bias key frames |
| Shift+Ctrl+Up/Down | Quick-bias by +/- 0.1 |
| Ctrl+Up/Down | Quick-bias by +/- 1 |
| Ctrl+PgUp/PgDn | Quick-bias by +/- 10 |
| Shift+Ctrl+PgUp/PgDn | Quick-bias by +/- 100 |

## Alternatives and ports

* [PBRocket](https://github.com/dartcode/pbrocket), a PureBasic port of the
Rocket editor, client and player.
* [RocketEditor](https://github.com/emoon/rocket), an
alternative editor written in pure C using OpenGL for the GUI.
* [GroundControl](https://github.com/edoreshef/ground-control), an alternative
editor written in C# using WPF for the GUI.
* [RocketNet](https://github.com/kebby/RocketNet), a pure .NET implementation
of the client and player.
* [Moonlander](https://github.com/anttihirvonen/moonlander), a Java
implementation of the client and player, for integration with
[Processing](https://processing.org/).
* [pyrocket](https://github.com/Contraz/pyrocket), a Python 3
implementation of the client and player.
* [Rust Rocket](https://github.com/demoscene-rs/rust-rocket), a Rust
implementation of the client and player. Crate available
[here](https://crates.io/crates/rust-rocket).

## Bugs and feedback

Please report bugs or other feedback to the Rocket mailing list: