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Update README.md
Updated build instructions and overview of changes compared to Artemis 1.x
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README.md
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README.md
@ -14,7 +14,7 @@ Artemis adds highly configurable support for several games to a range of RGB key
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Artemis 2 is in development. In the meanwhile I'm no longer supporting Artemis 1.x, sorry!
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Executable of latest Artemis 2 build: [Artemis_Build.zip]( https://build.rbeekman.nl/repository/downloadAll/Artemis_Build/.lastSuccessful/artifacts.zip?guest=1). To use, extract the ZIP and run Artemis.UI.exe.
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**Please note that for now I've only included Corsair and very limited Logitech support. If you want to test support for a different device (must be RGB.NET supported), let me know on Discord.**
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**Please note that even though I've included a plugin for each brand supported by RGB.NET, only Corsair and Logitech have been tested. If you run into any issues please let us know on Discord.**
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#### Want to build? Follow these instructions
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1. Create a central folder like ```C:\Repos```
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@ -23,19 +23,19 @@ Executable of latest Artemis 2 build: [Artemis_Build.zip]( https://build.rbeekma
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5. Open ```<central folder>\RGB.NET\RGB.NET.sln``` and build with the default config
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4. Open ```<central folder>\Artemis\src\Artemis.sln```
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5. Restore Nuget packages
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6. Run ```Update-Package -reinstall PropertyChanged.Fody``` on both the **Artemis.Core** and **Artemis.UI** projects
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Some things I have planned for 2.0
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A quick overview of the largest changes compared to Artemis 1.x
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- Completely overhauled UI
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- Deep intergration with DarthAffe's [RGB.NET](https://github.com/DarthAffe/RGB.NET) (meaning more devices!)
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- Profiles will no longer be bound to a specific keyboard but will work on any keyboard
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- Layers will be assigned to keys accurately like done in per example Corsair's CUE thanks to RGB.NET
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- Instead of the built-in game support Artemis currently offers there will be plugins that add support for games, new layers, effects and more
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- The plugin system will replace the current idea of having a scripting engine and will be in multiple languages (these will be in the form of plugins themselves)
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- I'll include some plugins by default to support most of the games Artemis currently supports (I might drop some games that don't work well/are too much work to maintain)
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- There will be a workshop to share plugins, profiles and even layers. This workshop will be part of an Artemis website
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- Custom device positions to accurately map out your real-world setup
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- Profiles are no longer be bound to a specific keyboard but will with any setup
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- Layers are assigned to LEDs to allow for very precise lighting
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- Profiles are built using an entirely custom made editor with support for keyframe-based animations and shape manipulation
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- Devices, layer types (known as brushes and effects in Artemis 2), modules and many other things are available in the form of plugins
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- There will be a workshop to share plugins, profiles and even layers. This workshop will be integrated into the application and will also part of an Artemis website
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Much of this is subject to change and will take a while to create but it'll leave us with a much better platform to create a community around :smiley:
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For an up-to-date overview of what's currently being worked on, see the [Projects](https://github.com/SpoinkyNL/Artemis/projects) page
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### Work in progress screenshots
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