39 个仓库
Reference implementations and boilerplate for common programming tasks.
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这是一个立即模式图形用户界面库,专为工具和调试界面的快速开发而设计。通过程序代码在每一帧生成 UI 几何图形,它消除了应用程序数据与界面之间持久状态同步的需要。它主要旨在集成到现有的渲染流水线中,生成与底层图形 API 无关的原始顶点缓冲区和绘制命令。 该库以高度解耦的架构著称,支持复杂、可停靠和多视口的布局。它管理窗口位置、标签拖拽和节点拆分,允许开发人员将界面元素分离为独立的操作系统窗口。为了确保在不同环境下的交互一致性,它将原生输入事件映射为统一格式,并提供强大的基于标识符的作用域来跟踪跨帧的元素状态。 该框架为构建复杂的引擎工具和诊断实用程序提供了广泛的功能。它包括对高级视觉组件(如节点编辑器、2D 和 3D 绘图仪以及专用检查器)的支持,以及用于 DPI 缩放和自定义形状渲染的基础设施。该系统专为高可移植性而设计,具有编译时配置选项,允许开发人员根据特定的引擎需求调整核心数据结构和数学类型。 该存储库提供了将库连接到主要图形后端和框架的大量示例,以及用于生成特定语言绑定的工具。
Immediate mode graphical user interface library for performance-critical applications.
bgfx is a cross-platform, graphics rendering abstraction layer designed for high-performance applications. It provides a unified interface that maps high-level rendering commands to native graphics APIs, allowing developers to maintain a single codebase that executes consistently across diverse operating systems and hardware architectures. The library distinguishes itself through a multi-threaded command submission model that decouples rendering logic from the main application thread, effectively minimizing CPU bottlenecks. It utilizes a backend-agnostic command buffer and a deferred resource
Cross-platform rendering library built with data-oriented design principles.
Odin is a compiled, statically typed systems programming language designed for high-performance software development. It focuses on pragmatic low-level memory control, providing a toolset for manual memory management and precise control over hardware utilization. The language is distinguished by its flexible memory model, which includes custom allocators and precise data layout capabilities to optimize resource usage. It features a comprehensive foreign function interface for importing assembly files and linking with external libraries using configurable calling conventions. The type system
Comprehensive demonstration of language features.
This project is a sample library and implementation guide for using RxJava to manage asynchronous data streams and concurrent tasks in Android applications. It provides a collection of reference implementations for reactive programming, focusing on functional operators to transform and combine asynchronous data flows. The library demonstrates specific Android architectural patterns, such as implementing decoupled event buses for component communication and coordinating parallel network requests. It includes concrete examples of mobile-specific patterns including search input debouncing, list
Features a curated set of reactive examples for mobile developers.
Movie discovery app showcasing MVP, RxJava, Dagger 2 and Clean Architecture
Demonstrates reactive patterns within a model-view-presenter architecture.
A complete and cross-platform game engine designed for flexibility, performance, and fast-iterations.
Data-driven game engine architecture demonstrating high-performance design.
An extensive tutorial on RxJava
Offers introductory code samples for reactive programming concepts.
A DAW for Microsoft Excel
Implements a digital audio workstation within the host environment.
For using Odin and WASM together.
Example of using the language with WASM and WebGL.
A fully OOP, Model-View-Controller (MVC) architecture implementation of the classic Battleship board game, running hosted in Excel, written in VBA to demonstrate the language's little-known OOP capabilities.
Demonstrates game logic implementation within the host application.
This project offers a cheap and simple way of loading software onto a Commodore 64 or Commodore Vic-20 retro-computer from a macro-enabled Excel spreadsheet. It consists of two main components, an Arduino microcontroller which connects to the Commodore serial port, and the spreadsheet which…
Emulates legacy computer loading processes.
Building Odin with OpenCV demo.
Demonstration of image processing using OpenCV bindings.
A VBA library for capturing MouseWheel and other mouse events in UserForms and controls using the InkCollector object, without subclassing or complex Win32 API calls.
Handles mouse events using native system hooks.
Single-procedure triangle rendering using Direct3D 12.
Direct3D 11 graphics pipeline implementation.
Integration demo for MicroUI and SDL2 windowing.
GPU heap suballocation using a custom memory allocator.