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# Artemis
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[/statusIcon.svg)](https://build.rbeekman.nl/viewType.html?buildTypeId=Artemis_Build&guest=1)
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[](https://github.com/SpoinkyNL/Artemis/releases)
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@ -24,31 +25,28 @@ Executable of latest Artemis 2 build: [Artemis_Build.zip]( https://build.rbeekma
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4. Open ```<central folder>\Artemis\src\Artemis.sln```
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5. Restore Nuget packages
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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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- 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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_The surface editor allows you to recreate your desktop in 2D space, ensure effects scale properly over your different devices. Right clicking a device lets you identify it (it will blink white) and change its properties such as rotation and scale._
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**Note:** Video tutorials and written guides on many of the features displayed below are planned for when Artemis 2 nears feature-completion.
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_Here is an overview of the profile editor, the panels aren't populated yet but will allow you to configure display conditions, layer elements (such as colors, animations, filters) and element properties where you can configure the different elements._
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_Artemis 2 has been build from the ground up with modularity in mind. This means almost everything can be extended using plugins. New devices, effects, games and almost everything else can be added through plugins._
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_Inside the profile editor you'll be able to select LEDs and create layers for them or apply them to layers. A layer will only display on the LEDs it is assigned to._
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_The surface editor allows you to recreate your desktop in 2D space, this provides Artemis with spatial awareness and ensures effects scale properly over your different devices. Right clicking a device lets you change its properties such as rotation and scale._
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_An example of what the profile editor might look like whith a rotated keyboard and an enlarged mouse._
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_Here is an overview of the profile editor. While it may be overwhelming at first it is very simple to get some basic effects set up. When you're ready, the profile editor will allow you to create almost anything you can think of._
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_This is an early version of the device settings tab, in here you can configure devices where applicable._
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_Layers are created by making a selection of LEDs, this allows you to precisely dictate where a layer may render._
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_Inside the layer you can freely manipulate the shape that is being rendered. By default it always fills the entire layer as seen in the previous screenshot, but it can shrink and even be a circle, revealing the rainbow background behind._
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_With the keyframe engine you can animate almost any property of the layer. In the example above the position and scale of the shape have been animated using keyframes._
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_Using visual programming you can create conditions to dictate when a layer may show. The data available to these conditions is provided by plugins, allowing easy expansion._
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