#include <renderer/core.hpp>
class AhmedSamy : public GraphicsEngineer {
private:
std::vector<API> graphics_apis = {VULKAN, DIRECTX12, DIRECTX11, OPENGL};
std::vector<std::string> specialties = {"Real-time Rendering", "Graphics Pipeline Optimization",
"Shader Development", "Engine Architecture"};
Project current_project = {"Bimo", "Custom Game Engine with Advanced Rendering Features"};
public:
AhmedSamy() : GraphicsEngineer("Ahmed Samy Mousa") {}
void Introduce() const override {
std::cout << "๐ Graphics programmer passionate about high-performance rendering\n";
std::cout << "๐ฎ Building " << current_project.name << ": " << current_project.description << "\n";
std::cout << "๐ Specializing in low-level graphics programming and performance optimization\n";
std::cout << "๐ก Exploring advanced lighting techniques and GPU architecture\n";
}
void RenderFrame() {
while (!engine_shutdown) {
OptimizeDrawCalls();
ImplementCuttingEdgeFeatures();
SolveChallengingProblems();
LearnNewTechniques();
}
}
};
int main() {
AhmedSamy me;
me.Introduce();
me.RenderFrame();
return 0;
}
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"The art of graphics programming is finding the delicate balance between visual fidelity and performance efficiency." |