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dinkem.gg Partner API

dinkem.gg is a clip rendering API for Counter-Strike 2. In the common case you send us a demo, a player and a round — automatic clipping — and we find that player's kills for you, load the demo inside a real CS2 instance, capture every frame, and hand back a finished MP4. No tick math, no editing software, no manual work, no GPU on your end. When you need frame-exact control instead, a custom timeline of tick ranges gets it.

The whole service is driven by a single HTTP call:

Your platform (stats site, tournament tool, coaching app…)

│ POST /api/clips { demo_url, steam64_id, round } ← automatic clipping
│ or { demo_url, timeline: [...] } ← full manual control

[ dinkem.gg ]
│ loads the demo in CS2, captures frames
│ ffmpeg encodes the clip

Webhook notification → embed via iframe or download the MP4

You submit a render job, we queue it, and the clip is produced asynchronously — it is infrastructure you call from your own code. The only thing you set up by hand is optional branding: a watermark or an outro uploaded once on the dashboard and then referenced by ID (see Managing Assets).

White-labeled by default

Clips carry no dinkem.gg branding. Embed them via iframe or download the raw MP4 — they are your clips, on your platform, under your brand.


What you need to get started

  1. An active account. New accounts start inactive — we reach out and activate you before the API accepts requests. See Authentication.
  2. Your API keys. Two tokens tied to your account — a metered key for best-effort renders and a reserved key for priority renders — sent as a Bearer token on every request. See Authentication.
  3. A demo URL and a player. A Steam ID and a round number is enough — we find the kills and clip them. A custom timeline of tick ranges with per-segment player POVs is the alternative when you want to place every cut yourself.

The request lifecycle

StepWho does itHow
1. Submit a jobYouPOST /api/clips with demo_url, steam64_id and round — or a timeline for manual control
2. Renderdinkem.ggWe find the player's kills, replay the demo in CS2 and encode them into one clip — no action needed from you
3. Receive webhookYouWe notify your webhook URL when the clip is ready — or if the job failed
4. Embed or downloadYouInsert an iframe on your page or download the MP4

The rest of these docs cover step 1 in detail: authenticating and submitting render jobs.