DEV Community

sami ourrak
sami ourrak

Posted on

How I structured my Graphics API (PiGEF)

Hi guys, in this post, we're discussing the structure of performance, material, and Free.

  • Performance

    It uses threads to derive the screen resolution and applies the formula (resolution) x 2 = threads.

    ā— It exclusively uses GPU threads.

    If you don't like the default settings, you can personalize yours, but we don't recommend it.

  • Material

    It's a comprehensive library with a dataset, OCS, references, and light.

    Data Set where all files are stored.

    OCS refers to the Objects Colors Set. It pertains to those who manage the map (texture). You have two options: 1. Select from the API, or 2. Create your own. For a quicker process, we recommend option 1 for modification files and option 0 if not.

  • Reference

    Where all the tags are stored, and if needed, it directly calls the Data Set for execution. Here are all the tags:

    S(file name) indicates the shape.

    M(file name or API library) denotes the map.

    D(-100+100) represents the vergence.

    R(0-100) refers to the reflection.

    E(0-100) indicates the emissions.

    Quick explanation:

    0-1 signifies False and True. In setting A, the first part refers to transparency, and the second part is translucency. D from -100 to -1 is left šŸ‘ˆ, and from +1 to 100 is right šŸ‘‰.

    ā— All tags and settings must be in order; otherwise, a syntax error will occur.

Thanks for reading! If you want full-on nerd šŸ¤“, click herešŸ‘‡.

Top comments (1)

Collapse
 
pixloro profile image
sami ourrak

Want more ideas Subscribe.