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-Blender3D-GTA-Tools
Some Blender3D GTA Modding Tools Scripts.Debugger
Simple .Net runtime logger and log viewer.A-star-demo
Unity SRPG simulationDynamicClassLoader
it's a dynamic classloader,support jar/dex/apk/aar file at Android Platformphp-flame
coroutine and asynchronous engine as a php extensionvanara
🐵 A set of .NET assemblies containing PInvoke (Interop) references and related extensions-PyCompiler-
PyCompiler++ is a python compiler build to compile Panda3D games, and to prevent source code dumps, and code injection.CILantro
CILantro is an interpreter for Microsoft .NET Common Intermediate Language. It is written as a part of my master's thesis.Gimbal
Networked gaming with WebGL, React, WebSockets, WebRTC, Rust microservicespinvoke-8
Automatically exported from code.google.com/p/pinvokeCSharp.NET-RTP-RTSP-Client
C#.NET server to stream MJPEG files from a server using RTP/RTSP protocols. Built using MVC architecture.Chromium-Kirinoium.CefGlue
易语言嵌入式Chromium浏览器框架,基于Cef3的移植项目。cosvr
A TCP socket server implementation using coroutine on Linux platform. Written in C++.-GitHubGameOff-
Participation project -> #GitHubGameOffintercom
Communication between C# module and C++ modules using PInvoke, C++/CLI, etc.bge_dw
BGE / UPBGE horror third person shooterNeth-block-storage
Blockchain storage for NethereumGLFWSharp
A binding for GLFW in the C# languagemy-project
Unity3D-Shader-Snow
Shaderhello-cargo
Unity3D_WaveAnimationShader
揺れたり波打つようにアニメーションさせるシェーダのサンプルblender3droom
create a 3d room and place objects, use textures, colorslibco-3
coroutine for windows, based on libuvnix-config
VLC-Design
This repository is a winform design make with visual studio.CSE3541-Lab5-MotionGraph
CSE 3541 - Lab 5 - Motion Graphrivus
Rivus is a lightweight fiber/coroutine library, the I/O management of which is based on Epoll. It provides nearly all of the synchronizations which POSIX threads provides(inlcudes mutex, semaphore, read-write lock, condition variable), and their APIs are very similar.Unity3d-4.x-Sprites-Opaque-Shader
Unity3D doesn't come with a shader for opaque sprites. The Sprites-Default shader always render sprites by calculating transparency, regardless if your sprite is transparent or not. A simple test showed that my opaque sprite shader is 30% faster than the default sprite shader. The test was made with only one sprite. I believe the performance gain is much greater than 30% in cases where you would have several layers of sprites. I'm really not good with shaders so I just modified the Sprites-Default shader. Feel free to contribute if you can optimize this further.DesignPatternsForHumans
Design Patterns for Humans examples implemented in C#Unity-StatePatternWithCoroutine
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