First Things First
If you’re looking for neat PXL-App implementations, check out this repository:
- The APIs are designed to provide developers with simple yet powerful tools for creating animations or other PXL-Art applications.
- While the current APIs follow a similar principle, this is not a strict requirement—different approaches are possible.
- The API design is quite flexible, with only a few key constraints:
- Each API must include a runner.
- The runner evaluates an app.
- An app can be an object, a function, or another construct.
- The app’s output must ultimately be a frame represented as a byte stream:
- The frame consists of RGB-encoded pixels.
- The resolution is defined as width × height.
- The frame rate follows the FPS of the canvas.
- These frames must be sent via TCP to the receiver (which could be a simulator or a real device).
- The metadata of the receiver must be fetched initially via HTTP.
- Check out the existing implementations for the exact contract—it’s really small and easy to follow.
- For testing and development, you can start the simulator using:
- The VSCode build task.
- The bash script in the build folder.
We welcome all contributions — whether it’s new APIs or improvements to the existing ones. If you’re interested, feel free to jump in!
see: LICENSE.md