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authorskal <pascal.massimino@gmail.com>2026-01-31 16:00:10 +0100
committerskal <pascal.massimino@gmail.com>2026-01-31 16:00:10 +0100
commit2e492789582cd5cee46fa40c66f113469df69a0d (patch)
tree60c2e2909cee34d1773ad2cbd4f80596a3594b21 /HOWTO.md
parent9a6cd87164995df93cf3df410ce37721910ce240 (diff)
docs: Capture Sequence system and debugging protocols
Updates HOWTO.md with instructions for the --seek flag and assets/demo.seq editing. Updates CONTRIBUTING.md with the protocol for adding and registering new visual effects.
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@@ -49,7 +49,31 @@ cmake -S . -B build -DDEMO_ALL_OPTIONS=ON
cmake --build build
```
-### Windows (Wine)
+## Debugging
+
+### Seeking / Fast-Forward
+In non-stripped builds, you can jump to any timestamp in the demo. This will simulate all audio logic and GPU physics (compute shaders) frame-by-frame from the start until the target time, then begin real-time playback.
+
+```bash
+./build/demo64k --seek 15.5
+```
+
+## Demo Choreography
+
+### Sequence Compiler
+The demo timeline is managed via a textual description in `assets/demo.seq`. This file is transpiled into C++ code during the build process.
+
+**Format:**
+```text
+# Starts a new sequence layer (global_start, priority)
+SEQUENCE 0.0 0
+ # Adds an effect to the sequence (ClassName, local_start, local_end, priority, [constructor_args...])
+ EFFECT HeptagonEffect 0.0 60.0 0
+```
+
+To update the demo's timing or layering, simply edit `assets/demo.seq` and rebuild.
+
+## Tools
If you are on macOS and want to test the Windows build: