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Microcosm is released under the terms of the GNU General Public License. Source
code is available at Github: http://github.com/nickzman/microcosm
What is Microcosm?
Microcosm is a screen saver that takes users on a trip down a kaleidoscope field of
gooey, animated gizmos. Meanwhile, the gizmos fly around and change colors.
Microcosm can be configured to either focus on animating a single gizmo, or showing
the full kaleidoscope effect.
Microcosm requires Mac OS X 10.3.9 or later. The pixel & vertex shader feature
requires Mac OS X 10.4.3 or later. Microcosm requires either an Intel GMA, AMD
Radeon, or nVidia GeForce video card (in other words, don't try this on a Rage 128).
Also, Microcosm requires a computer with a vector unit (Altivec on PPC, SSE2 on Intel).
Every computer Apple has shipped since 2000 has had one of these, but they might not
be present on some other computers, particularly Hackintoshes.
Also, Microcosm is multi-threaded, and works best on a computer with two or more CPU
cores. Every Macintosh available today, and almost every Macintosh Apple has shipped
since 2006, fits this criteria.
How to install
1. In the Finder, open the "Library" folder inside your user folder (if you want to install
the screen saver just for your user account) or the "Library" folder at the top of the boot
volume (if you want to install the screen saver for all users on the computer).
2. Locate the "Screen Savers" folder. If it doesn't exist, then make it and title it "Screen
Savers".
3. Copy Microcosm.saver into the "Screen Savers" folder.
How to uninstall
1. Find the Microcosm.saver file. It should be in the Screen Savers folder in either the
root Library folder (if installed for all users) or the user account Library folder (if installed
for just the user).
2. Drag the file to the trash.
How to configure
1. "Enable pixel & vertex shaders", when checked, causes the gizmos to be drawn with
a bit of shine applied to them. The setting cannot be selected unless you are using Mac
OS X 10.4.3 or later, and have a GPU that supports pixel & vertex shaders.
2. "Depth cue", when checked, will cause distant objects to fade into view. Un-checking
it might improve performance somewhat, but it'll cause gizmos to pop into view instead,
which doesn't look quite as good.
3. Higher "resolution of geometry" settings will make the graphics smoother at the cost
of some performance.
If you have Interface Builder, then you can make a localized version of the nib. You can
find the original nib in the source code release. Please send localized resources to me
(Nick) at the address below. Thanks!
Contact information
This particular distribution of Microcosm has been brought to you by Nick Zitzmann,
seiryu@comcast.net.
If you like this screen saver, then please try out some of Stéphane Sudre's ports of
other Really Slick screen savers, available at http://s.sudre.free.fr/.
Version history