For regular hadware acceleration, both OpenGL and Directx 9.1 examples are available as 4k base intros. There is also three examples for non polygon based hardware acceleration, where rendering is based on a shader. You can find there code to use shaders that you might want to copy to the polygon based examples. Lastly, there is a softare rendering example where a framebuffer is copied to the window. There are also two examples of 4k procedural graphcic prods, one using Opengl shaders and the other using software rendering (full mutithreaded!).
Each project has two configurations, Debug and Release. On the Debug one there is no size optimizations, there is more error checks and you can put breakpoints and all that cool stuff. The Release configurations use a lighter startup code, optimice the code and link with Crinkler.
Most projects contain a config.h where you can do some basic setup for the intro, like the screen resolution.
You just need Visual Studio (version 6, or 2005 or 2008. Remember that Visual Studio is free :) Linux support (non SDL) is already taken into account and will quickly be added (for the non Directx variations).
Click here to get the last update (20/03/2015) [g4k_ fixes and VS2012 support]
(previous version was released 02/11/2012) [procedural video support]
(previous version was released 27/07/2010) [fixed sound "avada kedabra" -thx coda-, added newest glext.h, and tweak for Crinkler 1.2]
(previous version was released 30/06/2009) [VS2008 support, procedural gfx frameworks, and -27 bytes in "accio"]
(previous version was released 26/03/2008) [d3d startup optimized - thx Blueberry]
(previous version was released 28/02/2008) [crinkler removed, code cleaned - thx Auld]
(previous version was released 23/01/2008) [first version]
You will also need to download Crinkler by Mentor and Blueberry, that's the real magic here :) Once you downlaod it, rename it to link.exe and put next to the project file (the .sln).
|Project name||Categoty||Size (in bytes)||Rendering||Features||Sound support||Shot||Name|
|i1k_D3D9Shader||1k||873||shader (HLSL)||a 2d gradient||no||lumos|
|i1k_OGLShader||1k||948||shader (GLSL)||a 2d tunnel||no||accio|
|i4k_Software||4k||981||software (CPU)||a 2d tunnel||yes||expelliamus|
|i4k_D3D9||4k||1214||directx 9||a 3d cube||yes||alohamora|
|i4k_OGL||4k||1201||opengl 1.1||a 3d cube||yes||avada kedabra|
|i4k_OGLShader||4k||1504||shader (GLSL)||a 3d raytraced sphere||yes||reducto|
|g4k_Software||procedural gfx||1486||sofware (CPU - multithreaded)||ambient occlusion||-||wingardium leviosa|
|g4k_OGLShader||procedural gfx||1002||shader (GLSL)||mandelbrot set||-||crucio|
|v4k_Software||procedural video||813||sofware (CPU - single threaded)||a blue moving rect||-||confundus|