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Kirill's Projects

app-dirs-rs icon app-dirs-rs

Put your Rust app's data in the right place on every platform

arangodb icon arangodb

ArangoDB is a native multi-model database with flexible data models for documents, graphs, and key-values. Build high performance applications using a convenient SQL-like query language or JavaScript extensions.

atom icon atom

The hackable text editor

baremetal-os icon baremetal-os

BareMetal is a 64-bit OS for x86-64 based computers. The OS is written entirely in Assembly while applications can be written in Assembly, C/C++, and Rust.

bcrypt-samp icon bcrypt-samp

An implementation of the bcrypt hashing algorithm for SA-MP

browser-laptop icon browser-laptop

Brave browser for Desktop and Laptop computers running Windows, OSX, and Linux

causeeffect icon causeeffect

Evented rules for nodejs - flow management simplified

chibi icon chibi

A tiny JavaScript micro-library

client icon client

Client repository for the Project Ascension game launcher.

clmtrackr icon clmtrackr

Javascript library for precise tracking of facial features via Constrained Local Models

easy-mysql icon easy-mysql

Simplifies the usage of MySQL, making it user friendly and similar to INI schemes.

economic-calendar-api icon economic-calendar-api

An API endpoint implement to give fast as possible a JSON response with the economic calendar of events

fakeonline icon fakeonline

Simple plugin for SA:MP 0.3.7-R2 server that allows you to adjust online player's count that displayed in the server list

fastclick icon fastclick

Polyfill to remove click delays on browsers with touch UIs

fixes icon fixes

fixes.inc - Community patch for buggy SA:MP functions.

flare icon flare

distributed, and persistent key-value storage

flockdb icon flockdb

A distributed, fault-tolerant graph database

foreach icon foreach

Provides efficient looping through sparse data sets, such as connected players. Significantly improved from the original version to be a generic loop system, rather then purely a player loop system. When used for players this has constant time O(n) for number of connected players (n), unlike standard player loops which are O(MAX_PLAYERS), regardless of the actual number of connected players. Even when n is MAX_PLAYERS this is still faster.

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