About 20 years ago there was a similar problem with demoscene creations. It was hard to capture demos in realtime in all their glory. So one guy created a tool[1] that waited for a frame render and presented proper time to demo so that frames would be paced properly. "All popular ways of getting time into the program are wrapped aswell - timeGetTime, QueryPerformanceCounter, you name it. This is necessary so .kkapture can make the program think it runs at a fixed framerate (whatever you specified)."
> "one guy" sir, that's no way to refer to farbrausch
here is their Breakpoint 2007 demo, a 177 Kb executable including 3d assets and textures. https://www.youtube.com/watch?v=wqu_IpkOYBg
It's still used in the gaming industry but fir the opposite, you can go faster than time.
Some enterprise software also have it, mainly for testing and they have lint tools that check that you never use Date.now()
Ha, I independently set that up for my own coding animations. Not as crazy as faking the whole system time though, that's cool!
Dont forget .gif webcam streams! Just keep sending new frames!
Isn't another solution to capture the video signal to the monitor?
It's rather off-topic, but the linked blog is by the guy who made .kkrieger, the tiny first-person shooter (only 96kB) in the early 2000s. Though the website for it is now gone, as .theprodukkt doesn't exist anymore, apparently. Nice to see his other stuff, didn't think to look at the time.