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Open source game engine version developed by Croteam for Serious Sam Classic with Vulkan support (Windows, Linux, FreeBSD, OpenBSD, macOS, Raspberry Pi OS). Based on https://github.com/sultim-t/Serious-Engine-Vk and linux port https://github.com/icculus/Serious-Engine

License: GNU General Public License v2.0

Python 0.02% Shell 0.03% CMake 0.38% C++ 70.36% C 26.40% Yacc 0.51% Lex 0.14% Batchfile 0.01% GLSL 0.01% Assembly 0.05% Clarion 0.93% Rich Text Format 0.78% Perl 0.03% HTML 0.01% Visual Basic 6.0 0.34% Makefile 0.01%
3d-engine first-person-shooter fps-engine fps-game freebsd game game-engine linux openbsd raspberry raspberry-pi raspberry-pi-3 raspberry-pi-4 raspberrypi serious-engine serious-sam vulkan vulkan-game-engine

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serioussamclassic-vk's Issues

32-bit builds not working for RPi4

Hey! I just tried to compile both of FE and SE on my RPi4 (vanilla Raspberry PI OS 32-bit) and I get these errors.

For FE:

/home/dragon99919/git/SeriousSamClassic-VK/SamTFE/Sources/Engine/Graphics/Gfx_wrapper.cpp: In function ‘void GFX_SetFunctionPointers(INDEX)’:

/home/dragon99919/git/SeriousSamClassic-VK/SamTFE/Sources/Engine/Graphics/Gfx_wrapper.cpp:940:31: error: invalid conversion from ‘void ()(INDEX, INDEX)’ {aka ‘void ()(int, int)’} to ‘void ()(INDEX, short unsigned int)’ {aka ‘void ()(int, short unsigned int)’} [-fpermissive]
940 | gfxDrawElements = &svk_DrawElements;
| ^~~~~~~~~~~~~~~~~
| |
| void ()(INDEX, INDEX) {aka void ()(int, int)}
make[2]: *** [CMakeFiles/Engine.dir/build.make:1389: CMakeFiles/Engine.dir/Engine/Graphics/Gfx_wrapper.cpp.o] Error 1

and for SE the test program doesn't even wanna budge:

Will build with 'make -j4' ... please edit this script if incorrect.

  • rm -rf cmake-build

  • mkdir cmake-build

  • cd cmake-build

  • cp -vfr ../EntitiesMP/PlayerWeapons_old.es ../EntitiesMP/PlayerWeapons.es
    '../EntitiesMP/PlayerWeapons_old.es' -> '../EntitiesMP/PlayerWeapons.es'

  • '[' -n '' ']'

  • cmake -DCMAKE_BUILD_TYPE=RelWithDebInfo -DCMAKE_C_FLAGS=-m32 -DCMAKE_CXX_FLAGS=-m32 -DUSE_I386_NASM_ASM=TRUE .. -DRPI4=TRUE
    -- The C compiler identification is GNU 10.2.1
    -- The CXX compiler identification is GNU 10.2.1
    -- Detecting C compiler ABI info
    -- Detecting C compiler ABI info - failed
    -- Check for working C compiler: /usr/bin/cc
    -- Check for working C compiler: /usr/bin/cc - broken
    CMake Error at /usr/share/cmake-3.18/Modules/CMakeTestCCompiler.cmake:66 (message):
    The C compiler

    "/usr/bin/cc"

    is not able to compile a simple test program.

    It fails with the following output:

    Change Dir: /home/dragon99919/git/SeriousSamClassic-VK/SamTSE/Sources/cmake-build/CMakeFiles/CMakeTmp

    Run Build Command(s):/usr/bin/gmake cmTC_4f387/fast && /usr/bin/gmake -f CMakeFiles/cmTC_4f387.dir/build.make CMakeFiles/cmTC_4f387.dir/build
    gmake[1]: Entering directory '/home/dragon99919/git/SeriousSamClassic-VK/SamTSE/Sources/cmake-build/CMakeFiles/CMakeTmp'
    Building C object CMakeFiles/cmTC_4f387.dir/testCCompiler.c.o
    /usr/bin/cc -m32 -o CMakeFiles/cmTC_4f387.dir/testCCompiler.c.o -c /home/dragon99919/git/SeriousSamClassic-VK/SamTSE/Sources/cmake-build/CMakeFiles/CMakeTmp/testCCompiler.c
    cc: error: unrecognized command-line option ‘-m32’; did you mean ‘-mbe32’?
    gmake[1]: *** [CMakeFiles/cmTC_4f387.dir/build.make:85: CMakeFiles/cmTC_4f387.dir/testCCompiler.c.o] Error 1
    gmake[1]: Leaving directory '/home/dragon99919/git/SeriousSamClassic-VK/SamTSE/Sources/cmake-build/CMakeFiles/CMakeTmp'
    gmake: *** [Makefile:140: cmTC_4f387/fast] Error 2

    CMake will not be able to correctly generate this project.
    Call Stack (most recent call first):
    CMakeLists.txt:2 (project)

-- Configuring incomplete, errors occurred!

Any ideas what can I do about these?

portable mode

Hello,
I'm writing a script that facilitates GOG SeriousSam TFE and TSE install for Linux users.
I would like to specify a config file to use, like this I could choose default parameters.
Is it possible to specify a config file at launch, with a command line or a config file stored in main game folder that will be read in priority by SSC?

what is it NVIDIA vendorID 0x13B5 ??

Engine/Graphics/Adapter.cpp

switch (properties.vendorID)
{
case 0x1002: pda->da_strVendor = "Advanced Micro Devices, Inc."; break;
case 0x10DE: pda->da_strVendor = "Imagination Technologies"; break;
case 0x13B5: pda->da_strVendor = "NVIDIA Corporation"; break;
case 0x5143: pda->da_strVendor = "Qualcomm Technologies, Inc."; break;
case 0x8086: pda->da_strVendor = "Intel Corporation"; break;
default: pda->da_strVendor = TRANS("unknown");; break;
}

raspberry pi

Предложенный патч для raspberry pi никак не повлиял на сборку кода, ошибка в Timer.cpp. Попробовал заменить из репы ptitSeb, версия без вулкана собралась и работает, а вот версия с вулканом собралась, но не работает, ошибка сегментирования.

Running Run Serious Sam TFE Classic (Lock 60fps)
STUBBED: load window icon in /home/user/SeriousSamClassic-VK/SamTFE/Sources/SeriousSam/MainWindow.cpp, line 172.
STUBBED: Need SDL invisible window or something in /home/user/SeriousSamClassic-VK/SamTFE/Sources/SeriousSam/MainWindow.cpp, line 353.
STUBBED: !!! FIXME: get the code back in from Ryan's original port. in /home/user/SeriousSamClassic-VK/SamTFE/Sources/Engine/Base/Stream.cpp, line 928.
STUBBED: Report actual SDL device name? in /home/user/SeriousSamClassic-VK/SamTFE/Sources/Engine/Sound/SoundLibrary.cpp, line 269.
STUBBED: co-opt the existing T-buffer support for multisampling? in /home/user/SeriousSamClassic-VK/SamTFE/Sources/Engine/Graphics/SDL/SDLOpenGL.cpp, line 113.
./run_game.sh: строка 13: 23434 Ошибка сегментирования                   "./SeriousSam"

libEngine.so: undefined symbol: inflate

После обновления до версии 1.10.6 из AUR сэм отказывается запускаться. Терминал выдаёт
serioussam: symbol lookup error: /usr/lib/libEngine.so: undefined symbol: inflate
До этого стояла июньская версия и всё работало отлично.

Getting Fatal error: "Cannot open file <path>Classes/Player.ecl (No such file or directory) ()"

I followed the instructions to build and run from here:

https://github.com/tx00100xt/SeriousSamClassic-VK

But when then I tried to execute it, I got that error. Both on my intel laptop and on the rpi4 (although on the rpi4 I struggled initially to get the error visualized).

It is worth to note that I didn't downloaded the original game resources, as the guide points this:
"This version of the engine comes with a set of resources (\SE1_10b.GRO) that allow you to freely use the engine without any additional resources required."

Opening it doesn't list any ecl file. But the Free XPLUS gro file contains several ecl file. So not sure if this is a problem with the engine itself, or with SE1_10B.gro file.

RPi4 - Segmentation Fault

Hey again! : D
So, while now the code compiles indeed, today I had a chance to try to run it, and for both FE and SE I got this message:

dragon99919@marcinek-rpi4-vanilla-sandbox:/git/SeriousSamClassic-VK/SamTFE/Bin $ ./SeriousSam
STUBBED: load window icon in /home/dragon99919/git/SeriousSamClassic-VK/SamTFE/Sources/SeriousSam/MainWindow.cpp, line 172.
STUBBED: Need SDL invisible window or something in /home/dragon99919/git/SeriousSamClassic-VK/SamTFE/Sources/SeriousSam/MainWindow.cpp, line 353.
Segmentation fault
dragon99919@marcinek-rpi4-vanilla-sandbox:
/git/SeriousSamClassic-VK/SamTFE/Bin $

I tried to add original FE and SE gro files to their directories - nothing changed.

Full screen stopped working v1.10.6

No full screen works for me at all since the last update. Windows x64 version, Linux is fine. It also switches from Vulkan to OpenGL after is fails to change.

no-fs

Vulkan error spam in the rcon console.

Randomly, but I'd say 60% of the time, the console will start spamming 'errors', visibly (about 3 or 4 lines of it) without hitting tilde to bring down the console. Once it starts, it never stops, and goes in a rapid stream, until I restart with fingers crossed. Windows and Linux versions (v1.10.5 on an AMD Radeon RX 6600 if it matters). Any ideas? Says the following:

Vulkan: Queue Present KHR swap chain image Done.
Vulkan: Queue Present KHR swap chain image Done.
Vulkan: Queue Present KHR swap chain image Done.
...endlessly

Multiplayer Server: Support libp2p

Multiplayer Server

Why libp2p?
There are several reasons to consider using libp2p as a networking layer to create a robust P2P application:

  • Modularity: libp2p is designed to be modular, allowing developers to mix and match different components to meet the needs of their particular application. This makes it easy to customize the networking stack to fit the specific requirements of any P2P application.

  • Extensive transport configurability: libp2p provides a set of specifications that can be adapted to support various transport protocols, allowing libp2p applications to operate in various runtime and networking environments as the wealth of transport protocol choices makes it possible to use libp2p in a variety of scenarios.

  • Versatility: In addition to supporting a wide range of transports, libp2p offers a range of discovery mechanisms, data storage and retrieval patterns, and is also implemented in many programming languages, providing developers with great flexibility when building P2P applications.

  • Security: libp2p includes several security features, such as peer identity verification using public key cryptography and encrypted communication between peers using modern cryptographic algorithms.

  • Robustness: libp2p is a robust and reliable networking protocol that is designed to withstand stress, disturbance, and change. Its features and design choices ensure that it is able to function effectively and efficiently in a wide range of environments, and it is able to recover quickly from disruptions or failures. It also offers protection against network attacks through the use of mitigation techniques.

  • Resiliency: P2P networks are often more resilient than traditional client-server networks, as there is no single point of failure. libp2p includes features such as peer discovery and content routing that help to ensure that the network remains available and accessible even if some peers are offline or unreachable.

  • Efficiency: P2P networks can be more efficient in resource utilization, as data is distributed across multiple peers rather than stored on a central server. libp2p includes various storage and retrieval patterns that allow developers to distribute data efficiently across the network, making it possible to store and retrieve data in a cost-effective and scalable way.

  • Piercing NAT Barriers: libp2p is equipped with capabilities for NAT traversal, which allows P2P communication between peers even when they are behind NAT devices or firewalls. This helps to maintain the connectivity of the network and ensure that it remains accessible despite the presence of these obstacles.

  • Message Distribution and Dissemination: One such pattern libp2p uses is publish/subscribe (pubsub), which allows a sender (publisher) to send a message to multiple recipients (subscribers) without the publisher having to know who the subscribers are. libp2p implements pubsub through the use of protocols like gossipsub, providing developers with a flexible and efficient means of exchanging data and messages within their P2P applications.

  • Interoperability: libp2p implementations in different programming languages and libp2p releases across versions are designed to be interoperable with one another. This enables applications /from different language ecosystems to communicate seamlessly. This helps to promote a healthy, interconnected ecosystem of P2P applications.

  • Decentralization: One of the main advantages of P2P networks is their decentralized nature, allowing them to operate without a central authority. libp2p is designed to facilitate decentralized communication between peers, making it possible to build P2P applications resistant to censorship and more resilient in the face of network disruptions.

Some effects are missing: Thunders, sun flares, SFX sounds

Hi again,

I've noticed that are some visual effects and sound effects are missing in your port.
I've recorded 2 videos showing that I say.

  • This happen with the old build too (before cvar fix).
  • I'm using Windows version

Until now this is that I've founded:

  1. No thunders
  2. No sun flares
  3. No sound FX for thunders

I'm concern if other stuff are missing. But if I found another I'll inform you.

Here's the videos:
Serious Sam FE 1.05 Vanilla OGL: https://youtu.be/zi6yGRxA6fY
Serious Sam FE 1.05 VK Port 1.10.4: https://youtu.be/4tW1u-RFaZg

Слишком высокая сенса

День добрый. У игры слишком высокая сенса, даже на 0 играть не очень приятно с мышкой в 800dpi, буквально 10см дают оборот в 360 градусов. Тестировал как в wayland так и в xwayland. Думаю, её стоит подкорректировать. Для примера в overwatch2 для меня удобная сенса 600 из 10000, в apex legends 15 из 200.

Как запустить ImGui как у тебя на видео в ютубе?

Я немного потанцевал с бубном, но сейчас игра смогла запуститься с помощью файлов игры от SamTSE. Я хотел бы узнать, как сделать нормальное разрешение игры, поскольку в настройках максимальное для меня 16:10 1680x1500(не точно), а у меня моник 2560x1440, но и так хоть бы как-то, но хотелось еще чтобы видно было фпс с помощью ImGui.
Еще хотел бы узнать, могу ли модифицировать что-либо, например скорость мобов, изменить траекторию полета шаров в связки от скелета и т.д. Просто я пытаюсь создать свою игру from scratch что называется, на вулкане и плюсах(да это жопа), так хотелось бы узнать, как тут все работает и потиху применять полученные знания на примере.

TFE: green screen after demo

Hello,
when SeriousSam TFE launches, I press a key to bypass logos and intros, then it starts a demo. If I do nothing, at the end of demo, I have only a green screen , if I wait nothing else happen, I have to press a key to return to menu.
I don't think it is a normal behavior.
At the end of the demo, if user does nothing, there should be another demo starting, doesn't it?

many cvars roll back to his default values when you close/launch the game

Hi there,

I want to change some advanced graphics options but the game always reset the values, here's the list.
I've chequed the PersistentSymbols.ini

tex_iNormalQuality=22 always reset to 0
tex_iAnimationSize=8 always reset to 7
tex_iFiltering=0 always reset to -1
tex_iEffectFiltering=5 always reset to 4
shd_iFiltering=5 always reset to 3
shd_fCacheSize=24 always reset to 16
shd_bCacheAll=1 always reset to 0
mdl_fLODMul=0.5 always reset to 1
mdl_iLODDisappear=0 always reset to 1
mdl_iShadowQuality=3 always reset to 1
gap_iDithering=0 always reset to 2
d3d_iVertexBuffersSize=2048 always reset to 512

*this happens with bot versions of the game, FE and SE.

Missing Files

When I compile (or use the Release binaries) and start the game using either run_game.sh or the SeriousSam executable I get this error:

image

The file Player.ecl does indeed not exist anywhere.

vulkan is missing

diff --git a/SamTFE/Sources/CMakeLists.txt b/SamTFE/Sources/CMakeLists.txt
index 6f05604..26d8c5d 100644
--- a/SamTFE/Sources/CMakeLists.txt
+++ b/SamTFE/Sources/CMakeLists.txt
@@ -996,6 +996,7 @@ if(MACOSX)
     endif()
 target_link_libraries(${ENGINELIB} ${ZLIB_LIBRARIES})
 endif()
+target_link_libraries(${ENGINELIB} vulkan)
 set_target_properties(${ENGINELIB} PROPERTIES ENABLE_EXPORTS ON)
 
 add_executable(SeriousSam
diff --git a/SamTSE/Sources/CMakeLists.txt b/SamTSE/Sources/CMakeLists.txt
index 079b6b1..955dda8 100644
--- a/SamTSE/Sources/CMakeLists.txt
+++ b/SamTSE/Sources/CMakeLists.txt
@@ -996,6 +996,7 @@ if(MACOSX)
     endif()
 target_link_libraries(${ENGINELIB} ${ZLIB_LIBRARIES})
 endif()
+target_link_libraries(${ENGINELIB} vulkan)
 set_target_properties(${ENGINELIB} PROPERTIES ENABLE_EXPORTS ON LINK_FLAGS "-Wl,-lvulkan,-rpath,$ORIGIN")
 
 add_executable(SeriousSam

Windows executables compilable from Linux host?

Hey! I've been trying to make a project that can natively run in both Linux and Windows, and while compiling Linux version on Linux host goes just fine, when trying to use mingw-w64-x86_64 the CMake screams about SDL2 not being found:

CMake Error at /usr/share/cmake-3.22/Modules/FindPackageHandleStandardArgs.cmake:230 (message): Could NOT find SDL2 (missing: SDL2_LIBRARY SDL2_INCLUDE_DIR) Call Stack (most recent call first): /usr/share/cmake-3.22/Modules/FindPackageHandleStandardArgs.cmake:594 (_FPHSA_FAILURE_MESSAGE) cmake/FindSDL2.cmake:164 (FIND_PACKAGE_HANDLE_STANDARD_ARGS) CMakeLists.txt:46 (find_package)

Any idea if this is fixable under Linux, or do Windows binaries will have to be compiled via VM (trying to not resort to that)?

If it helps anyhow, I was using a script for CMake found in some other repo that was said would work to compile Windows apps under Linux:

Sample toolchain file for building for Windows from an Ubuntu Linux system.
Typical usage:
*) install cross compiler: sudo apt-get install mingw-w64
*) cd build
*) cmake -DCMAKE_TOOLCHAIN_FILE=~/mingw-w64-x86_64.cmake ..
This is free and unencumbered software released into the public domain.

set(CMAKE_SYSTEM_NAME Windows) set(TOOLCHAIN_PREFIX x86_64-w64-mingw32) set(CMAKE_C_COMPILER ${TOOLCHAIN_PREFIX}-gcc) set(CMAKE_CXX_COMPILER ${TOOLCHAIN_PREFIX}-g++) set(CMAKE_Fortran_COMPILER ${TOOLCHAIN_PREFIX}-gfortran) set(CMAKE_RC_COMPILER ${TOOLCHAIN_PREFIX}-windres) set(CMAKE_FIND_ROOT_PATH /usr/${TOOLCHAIN_PREFIX}) set(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER) set(CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY) set(CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY)

STUBBED: Need SDL invisible window or something in /home/singular/Projects/SeriousSam/SeriousSamClassic-VK/SamTFE/Sources/SeriousSam/MainWindow.cpp, line 357.

Добрый день.

Собрал игру на OrangePI 5, воспользовавшись инструкцией для RaspberryPI.
Все получилось (по крайней мере собралось).

Пытаюсь запустить игру через run_game.sh и получаю ошибку:

singular@singular-desktop:~/Projects/SeriousSam/SeriousSamClassic-VK$ ./run_game.sh Running Serious Sam Classic launcher Running Run Serious Sam TFE Classic (Lock 60fps) STUBBED: load window icon in /home/singular/Projects/SeriousSam/SeriousSamClassic-VK/SamTFE/Sources/SeriousSam/MainWindow.cpp, line 176. STUBBED: Need SDL invisible window or something in /home/singular/Projects/SeriousSam/SeriousSamClassic-VK/SamTFE/Sources/SeriousSam/MainWindow.cpp, line 357. ./run_game.sh: line 13: 20029 Aborted (core dumped) "./SeriousSam"

Залез в код MainWindow.cpp. Вижу, что там всего 2 варианта - либо WIN32 сборка, либо заглушка в виде сообщения "Need SDL invisible window or something".

Подскажите, что необходимо модифицировать для полноценного запуска ?

Fullscreen в Vulkan работает некорректно

  1. Не получает эксклюзивный режим (PresentMon рапортует режим презентации как Composed GPU Copy/Composed Flip, а должен быть Legacy Flip/Independent Flip). Из-за этого инпут-лаг выше.
  2. Смена разрешения не работает, игра просто остаётся висеть в окне меньшего размера.

В OpenGL всё работает корректно.
Снимок экрана (41)

Crash on Start on Linux

I'm seeing a strange crash immediately after starting on Linux, 1.10.2 works fine, so it seems like something was introduced after that.

This happens immediately after attempting to launch the game, I see the following if I try running with gdb, I get the following stack trace. Let me know if there's anything other information you need or if you see something I'm doing wrong here.

I'm making a build script, you can see it here for reference: https://github.com/luxtorpeda-dev/packages/blob/44560873121aebbf2240b77892933197647fdf47/engines/serious-engine/build.sh

(gdb) r
Starting program: /home/d10sfan/.local/share/Steam/steamapps/common/Serious Sam Classic The First Encounter/Bin/SeriousSam 
[Thread debugging using libthread_db enabled]
Using host libthread_db library "/usr/lib/libthread_db.so.1".

Program received signal SIGILL, Illegal instruction.
0x00007ffff7d889b9 in _GLOBAL__sub_I_Normals.cpp ()
   from /home/d10sfan/.local/share/Steam/steamapps/common/Serious Sam Classic The First Encounter/Bin/libEngine.so
(gdb) bt
#0  0x00007ffff7d889b9 in _GLOBAL__sub_I_Normals.cpp ()
   from /home/d10sfan/.local/share/Steam/steamapps/common/Serious Sam Classic The First Encounter/Bin/libEngine.so
#1  0x00007ffff7fcf0fe in ?? () from /lib64/ld-linux-x86-64.so.2
#2  0x00007ffff7fcf1ec in ?? () from /lib64/ld-linux-x86-64.so.2
#3  0x00007ffff7fe4f00 in ?? () from /lib64/ld-linux-x86-64.so.2
#4  0x0000000000000001 in ?? ()
#5  0x00007fffffffddfd in ?? ()
#6  0x0000000000000000 in ?? ()
(gdb) 
#0  0x00007ffff7d889b9 in _GLOBAL__sub_I_Normals.cpp ()
   from /home/d10sfan/.local/share/Steam/steamapps/common/Serious Sam Classic The First Encounter/Bin/libEngine.so
#1  0x00007ffff7fcf0fe in ?? () from /lib64/ld-linux-x86-64.so.2
#2  0x00007ffff7fcf1ec in ?? () from /lib64/ld-linux-x86-64.so.2
#3  0x00007ffff7fe4f00 in ?? () from /lib64/ld-linux-x86-64.so.2
#4  0x0000000000000001 in ?? ()
#5  0x00007fffffffddfd in ?? ()
#6  0x0000000000000000 in ?? ()
(gdb) q
A debugging session is active.

        Inferior 1 [process 207599] will be killed.

Quit anyway? (y or n) y

In-game console not opening

Hi, i downloaded the glibc-2.35 binary version from releases tab but i can't open console by pressing the tilde key.

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