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vivecraft_114's Introduction

Vivecraft for Minecraft 1.14

This readme is intended for developers. For downloads and gameplay instructions please see the official website

Using this Repository

Vivecraft uses patches to avoid distributing Minecraft code. The build scripts are in Python 2.X.

  • Fork, checkout or download the repo using your Git method of choice.
  • Install Java JDK 1.8. The Java JRE will NOT work.
  • Set the JAVA_HOME environment variable to the JDK directory
  • Add %JAVA_HOME%\bin to your PATH environment variable
  • Install Python 2.7.x (NOT 3.x). Be sure to tick the 'add python to your PATH' option during install. Download from python.org
  • Open a command prompt and navigate to the repo directory
  • Run install.bat

The install process (install.py) does a number of things:

  • It downloads MCP (Minecraft coder's pack) and extracts it to the \mcp9xx\ directory.
  • It downloads a ton of dependencies.
  • It merges Optifine into vanilla minecraft jar.
  • It decompiles and deobfuscates the combined minecraft/optifine into \mcp9xx\src.minecraft_orig_nofix\
  • It applies any patches found in \mcppatches\ and copies the result to\mcp9xx\src.minecraft_orig\
  • It applies all the patches found in \patches\ and copies the result to \mcp9xx\src\minecraft.
  • It copies all code files found in \src\ to \mcp9xx\src\minecraft.
  • It copies all files found in \assets\ to \mcp9xx\src\assets. This directory is now the full 'Vivecraft' codebase.

If you use Eclipse you can open the workspace found in \mcp9xx\eclipse. You will have to correct the library path for the vanilla jar and realms jar, and also add libraries for JRift, json, asm, and launchwrapper, all of these can be found in the root /lib folder. To run the game from eclipse you also have to attach natives to the lwjgl jar (from lib/natives).

Make all changes to the game in the \mcp9xx\src\minecraft directory.

To update code to Github:

  • run getchanges.bat. This compares mcp9xx\src\minecraft to mcp9xx\src\minecraft_orig. patches are generated for modified files and copied to \patches. Whole new files are copied to \src.
  • Push to Github.

To build an installer:

  • run build.bat. This runs getchanges, build, and then create_install. Basically it takes the new files and patches and creates a jar. And then it uses the code and jsons found in \installer\ to make an installer.exe.

To update changes from github

  • After pulling changes from github run applychanges.bat. This backs up mcp9xx\src\minecraft to mcp9xx\src\minecraft_bak, and starts over by applying all patches in \patches\ to mcp9xx\src\minecraft_orig, and copies the result o mcp9xx\src\minecraft

There is no Forge.

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vivecraft_114's Issues

My hands don't move (quest), (VD)

I can join the menu just fine but I can't move my hands. if I wanted to click anything I would need to use my mouse. I have looked everywhere. I can move my head but my hands just follow where ever my head goes.

Pause menu UI is clipped

The pause menu is too large for what it's being rendered on and is clipped outside of it. The option to change the UI scale also doesnt work.

Screenshot

This also stops players from quitting the game. I'm stuck in minecraft. Please send help.

The steamvr input doesn't work with the oculus quest.

I used to be able to play just fine with riftcat connected to my quest, but when it all of a sudden required steamvr input the controllers are unresponsive, and it's only with vivecraft every other game works. So until this is fixed I will not use or recommend vivecraft to anyone.

Some controller inputs don't work

I can't get the rotate left and rotate right actions to work, along with swiping left/right on the vive trackpad to swipe left/right through the hotbar. I have rotate left/right assigned to clicking the left/right of the left trackpad, but it isn't working. I got free rotate to work, but that makes me too motion sick. I see there was also an option for swiping the trackpad to rotate, but couldn't get that to work either, plus I would prefer to use button presses instead of swiping. For hotbar swiping there were a few options, but either the swiping was sporadic, or vertical with a ton of inertia, and constant scrolling if I held the top or bottom. I hope these issues can be fixed, mostly the rotate option as that's something I need in a VR game to be able to enjoy.

[SteamVR input] Reload resource pack shortcut binding

In older versions of vivecraft, when key bindings was supported by minecraft I was able to set special binding for keys F3 and T. This shortcut was extremely useful when my headset lost calibration. I had to unplug HDMI connector and plug in again, but then I lost sound in game. To fix it I reloaded resource pack and everything was again perfect. Now I cannot set binding for that keys. My question is that: if it is possible and I don't see this option, how to set the binding. Or if it isn't implemented, when you add is to vivecraft?

Thank you for any answers.

If you need to know I use HTC Vive.

Camara Bug on Horse

Hi my problem is that all is correct but when I ride a mob (Llama or Horse) my camera do not rise, it keeps in the same position, leaving my head inside the mob.

Issue with lens distortion on index?

I use obs openvr plugin for both left eye and right eye for a blended FPV that looks more natural. This works great in other openVR games but there appears to be an issue with the way the lens distortion for the eye is handled in Vivecraft 1.14.4 v2, the shape is different which makes this blending technique not work correctly.
Please see this video for a video demonstrating the lens distortion differences between other openvr games and Vivecraft. This discrepancy causes visual artifacts as the blending is no longer accurate.
https://www.twitch.tv/videos/462794629

Game crashes before loading

I've installed everything correctly, had steamVR open or closed, doesnt matter, the second I click play on the launcher it gives some generic error. Dont even get a minecraft window before it crashes.

Disembodied arms with Rift S

Disabled some power settings and could get in now, haha!
If others look at my character ingame or I look at my inventory screen, my character has disembodied arms kind of in front and above me, others with the Rift older versions don't seem to have this problem, is it some kind of tracking adjustment/calibration?

I'll attach a screenshot in a bit ^^

Custom Item Rendering for Misc Items

Basically a suggestion to implement custom rendering for miscellaneous items so that they render similar to how swords do now. (List at bottom)

Vanilla minecraft sort-of implements as i'll show in some screenshots down below

https://media.discordapp.net/attachments/178567952780623872/600270913509785600/2019-07-15_11.21.26.png?width=700&height=394

https://media.discordapp.net/attachments/178567952780623872/600270927066038282/2019-07-15_11.21.23.png?width=700&height=394

https://media.discordapp.net/attachments/178567952780623872/600270904546820114/2019-07-15_11.21.20.png?width=700&height=394

List of items for custom rendering (From my testing these are the items that also render differently on vanilla minecraft):

Bone Item
Blaze Rod
Stick
Bamboo item

Swimming Under Blocks

When swimming underneath blocks, if you swim upward, your head will clip into the blocks.

I'm assuming this happens because I'm standing in VR space so my players box is still two blocks high rather than the one block it should be while swimming.

Some Interaction roomscale not work

Some interacction in roomscale not work with oculus rift.

Swimming: Only can swimming with double push foward in the joystick, but with breast-stoke pattern not work.
Boat: Boat always go foward without do any moviment o any key press, but with the left hand I can rotate boat.
Climbed: Only can climbing with Climb Claws, but by touching ladders not work, only can climb ladder using the buttons.

This application requires a Java Runtime Environment 1.8.0

Hello. I am using the 1.14.4 VR client and I HAVE installed AdoptOpenJDK 1.8.0_232 and it still says I need a JRE when I run the installer. Then it brings to me to Oracle JRE!
I have added the JDK to my path and verified javaw and java -version is working in command prompt.

Some settings reset on game reboot.

I've noticed that when I change some settings like "auto sprint threshold" to 1.0 and "enable autosprint" to OFF (both in the free move section), they reset to their default values after I exit and come back to the game. The "swap hands" and "disable backback switch gesture" seems to retain.

Version: 1.14.4 v2 r2

No focus on ingame menus

I've an issue with my Oculus Rift S, that when I put the headset a way for like 1minute (a break) and put it back on, all the menu's in game are not working anymore.

So i can toggle the menu's, but i cant select an item because there the crosshair doesn't has any focus on the dialogs...

This also happens some times when just starting vivecraft, the first menu then doesn't show my crosshair..

any thoughts?

Non VR cannot see VR Player Models

I downloaded and ran the VR installer. Girlfriend downloaded and ran the non-VR installer. I opened a new world, opened to LAN, and she joined. She was unable to see my player model, could only see a shadow where I was standing and moving.

SteamVR Input option nitpicks

Considering the existence of the radial menu, I'd suggest making the global game menu and open/close inventory controls in the action manifest have "requirement" set to "suggested" rather than "mandatory".
The former will prompt the user to bind those controls, but the latter will force them to. Before the SteamVR Input update for Vivecraft, I simply stuffed both of those things into the radial menu, which worked fine for me.
It also seems like that several other controls (attack/destroy, use/place block, and GUI Left Click) are "mandatory", some within reason and others not actually needed (e.g. the attack/destroy control can be replaced by physical interaction, but that control is still required to save an input profile, and you can theoretically use a real mouse and/or a real keyboard for GUI Left Click). I suggest just changing all 5(?) "mandatory" controls into "suggested" ones.
Edit: If it's possible to make them "mandatory" when the "allowAdvancedBindings" configuration option is disabled, but "suggested" when it's enabled, that'd probably be a decent option.

Relating to the above, I don't remember binding the open game menu control to any button before SteamVR Input stuff, but if I recall correctly, I do remember being able to back out of menus using a button anyway, which I'd like to be able to do without binding the global open/close menu button.
So with that in mind, I'd also like to suggest having a "close menu" bind specific to the GUI inputs tab, to allow backing out of menus with a button without having said button also open a menu.

~

TL;DR: Make "mandatory" controls "suggested" instead, and maybe also add a GUI-specific close menu input.

Shift-clicking while holding item

User reports shift-clicking on an itemstack works normally, but shift-clicking while holding an itemstack with the cursor does not behave the same as vanilla.

Too short in Vivecraft

I recently downloaded Vivecraft and I am only 1 block tall, I tried reinstalling it but im still only 1 black tall, I also tried to recalibrate my hight in game but it says that im appearantly only 1.65m tall when in reality im 1.87m tall, It also didn't adjust my hight what so ever, are there any fixes to this problem ?

[Enhancement] Installer commandline options.

Would it be possible to put in commandline options to automate the installer?

Maybe like

--multimc <path>

--forge <version>
(Uses the default Forge version if unspecified.)

--profile <profile name> <modpack>
(Empty quotes ("") for profile name to be "Vivecraft-<modpack>")
(Default profile if all unspecified.)

--ram <number>

[Controller Input] ViveCraft Linux with Valve Index controllers behaving weird (unplayable)

Hi, I'm on linux and using the valve index. I finally got vivecraft (at least 1.12.2+) running and loading into worlds, but the inventory is constantly opening and closing on it's own (like spamming the inventory button) except when i'm holding down the inventory button. I also can't switch hotbar slots so i suspect the same thing is happening there and most annoyingly the controllers are vibrating all the time since game startup. It seems like these in- and outputs are somehow inverted, but i've checked the steamVR input settings for vivecraft and it's not only the default configuration for the index controllers but they seem like they are as they should (steam games run absolutely fine through steamVR) so what can i do? I really want to play vivecraft ;D

If you need any logs or something i can provide that, but it's not crashing and i don't think it's outputting controller input information so i didn't include any logs...

thanks for your help ;D

EDIT: so first of all 1.14.4 isn't showing the world when loading in, it's currently just working in 1.12.2, but i don't think that makes much of a difference (everything up to the world loading is the same, controllers also vibrating). Second thing: I found out that it JUST seems to be the trackpads used for inventory and stuff, and if i press down the trackads the game thinks they are not pressed and also the vibration of the pressed controller stops...
is the controller supposed to vibrate when the trackpads are pressed? and why are the trackpads "inverted"?
any help would be appreciated

Render Setup Failed

I've been having all kinds of troubles setting this up but I'm trying to use my Oculus Quest but the game just keeps giving me error messages. They all say "Render Setup Failed" and then "HMD detected over USB, but Monitor not found (208)" and "Driver Failed (200)"
Most of the time my game crashes right after the Mojang loading screen right before the buttons pop up.
hs_err_pid18488.log
hs_err_pid15064.log

Game works with no issues up until a world loads, then stops displaying any images in Headset

Pastebin Log: https://pastebin.com/Jv4XVSyB
System info:
OS = Pop!_OS 18.10 x86_64
JDK version = 1.8.0_212 (build 1.8.0_212-8u212-b03-0ubuntu1.18.10.1-b03)
Headset: HTC Vive using SteamVR

The game runs without any issues up until you are dropped in a world, whereas the minecraft application window shows the game running as if it was in the headset; However, the headset
shows nothing but a blank screen, once in awhile showing the first frame from the application window.

I have checked the FAQ, reinstalled, did a clean install, restarted, and reinstalled java, with no luck.

Any help is appreciated.

Items disappear when thrown

v.1.14.3
Operating system: macOS 10.14.5

On the non-vr client (either hosting or not hosting a LAN server) when you drop an item it disappears.

Expected behavior

  1. hit Q to drop item
  2. item is able to be picked up and appears on the ground

Actual behavior

  1. hit Q to drop item
  2. item disappears from inventory and is nowhere to be found.

Thanks for all that you've done with this mod. It's great!

Problem compiling

Running build.bat yields an error:

'"C:\Program Files\Java\jdk-12.0.1\bin\javac" -Xlint:-options -g -source 1.8 -target 1.8 -classpath "jars\versions\1.14.3\1.14.3.jar;lib;lib\*;jars\libraries\com\google\code\findbugs\jsr305\3.0.1\jsr305-3.0.1.jar;jars\libraries\net\java\jinput\jinput\2.0.5\jinput-2.0.5.jar;jars\libraries\org\lwjgl\lwjgl-stb\3.2.2\lwjgl-stb-3.2.2.jar;jars\libraries\com\ibm\icu\icu4j-core-mojang\51.2\icu4j-core-mojang-51.2.jar;jars\libraries\org\apache\httpcomponents\httpcore\4.3.2\httpcore-4.3.2.jar;jars\libraries\org\apache\logging\log4j\log4j-api\2.8.1\log4j-api-2.8.1.jar;jars\libraries\org\apache\commons\commons-lang3\3.5\commons-lang3-3.5.jar;jars\libraries\org\lwjgl\lwjgl\3.2.2\lwjgl-3.2.2-natives-windows.jar;jars\libraries\net\java\jutils\jutils\1.0.0\jutils-1.0.0.jar;jars\libraries\com\sun\jna\4.2.1\jna-4.2.1.jar;jars\libraries\org\lwjgl\lwjgl-stb\3.2.2\lwjgl-stb-3.2.2-natives-windows.jar;jars\libraries\net\sf\jopt-simple\jopt-simple\5.0.3\jopt-simple-5.0.3.jar;jars\libraries\com\mojang\text2speech\1.11.3\text2speech-1.11.3.jar;jars\libraries\com\mojang\datafixerupper\2.0.24\datafixerupper-2.0.24.jar;jars\libraries\com\google\guava\guava\21.0\guava-21.0.jar;jars\libraries\oshi-project\oshi-core\1.1\oshi-core-1.1.jar;jars\libraries\org\lwjgl\lwjgl-jemalloc\3.2.2\lwjgl-jemalloc-3.2.2.jar;jars\libraries\commons-logging\commons-logging\1.1.3\commons-logging-1.1.3.jar;jars\libraries\org\apache\commons\commons-compress\1.8.1\commons-compress-1.8.1.jar;jars\libraries\com\mojang\text2speech\1.11.3\text2speech-1.11.3-natives-windows.jar;jars\libraries\it\unimi\dsi\fastutil\8.2.1\fastutil-8.2.1.jar;jars\libraries\org\ow2\asm\asm-all\5.0.3\asm-all-5.0.3.jar;jars\libraries\com\mojang\javabridge\1.0.22\javabridge-1.0.22.jar;jars\libraries\net\java\dev\jna\platform\3.4.0\platform-3.4.0.jar;jars\libraries\org\json\json\20140107\json-20140107.jar;jars\libraries\commons-codec\commons-codec\1.10\commons-codec-1.10.jar;jars\libraries\org\apache\httpcomponents\httpclient\4.3.3\httpclient-4.3.3.jar;jars\libraries\com\mojang\patchy\1.1\patchy-1.1.jar;jars\libraries\org\lwjgl\lwjgl-opengl\3.2.2\lwjgl-opengl-3.2.2.jar;jars\libraries\org\lwjgl\lwjgl-jemalloc\3.2.2\lwjgl-jemalloc-3.2.2-natives-windows.jar;jars\libraries\org\lwjgl\lwjgl-glfw\3.2.2\lwjgl-glfw-3.2.2.jar;jars\libraries\com\mojang\brigadier\1.0.17\brigadier-1.0.17.jar;jars\libraries\org\lwjgl\lwjgl-opengl\3.2.2\lwjgl-opengl-3.2.2-natives-windows.jar;jars\libraries\org\lwjgl\lwjgl\3.2.2\lwjgl-3.2.2.jar;jars\libraries\commons-io\commons-io\2.5\commons-io-2.5.jar;jars\libraries\com\mojang\realms\1.14.17\realms-1.14.17.jar;jars\libraries\com\mojang\authlib\1.5.25\authlib-1.5.25.jar;jars\libraries\com\google\code\gson\gson\2.8.0\gson-2.8.0.jar;jars\libraries\org\lwjgl\lwjgl-glfw\3.2.2\lwjgl-glfw-3.2.2-natives-windows.jar;jars\libraries\net\minecraft\launchwrapper\1.12\launchwrapper-1.12.jar;jars\libraries\org\lwjgl\lwjgl-openal\3.2.2\lwjgl-openal-3.2.2.jar;jars\libraries\de\fruitfly\ovr\JRift\0.8.0.0.1\JRift-0.8.0.0.1.jar;jars\libraries\org\apache\logging\log4j\log4j-core\2.8.1\log4j-core-2.8.1.jar;jars\libraries\org\lwjgl\lwjgl-openal\3.2.2\lwjgl-openal-3.2.2-natives-windows.jar;jars\libraries\io\netty\netty-all\4.1.25.Final\netty-all-4.1.25.Final.jar" -sourcepath src\minecraft -d bin\minecraft @temp\java_src_client.txt' failed : 1

== ERRORS FOUND in JAVA CODE ==

src\minecraft\net\minecraft\util\HttpUtil.java:28: error: class HTTPUtil is public, should be declared in a file named HTTPUtil.java
public class HTTPUtil
       ^

src\minecraft\net\minecraft\server\dedicated\ServerProperties.java:61: error: cannot find symbol
    public final PropertyManager<ServerProperties>.a<Integer> playerIdleTimeout;
                                                  ^

  symbol:   class a
  location: class PropertyManager<ServerProperties>
src\minecraft\net\minecraft\server\dedicated\ServerProperties.java:62: error: cannot find symbol
    public final PropertyManager<ServerProperties>.a<Boolean> whitelistEnabled;
                                                  ^

  symbol:   class a
  location: class PropertyManager<ServerProperties>
src\minecraft\net\minecraft\client\renderer\chunk\ChunkRender.java:345: warning: non-varargs call of varargs method with inexact argument type for last parameter;
                        Reflector.callVoid(Reflector.ForgeHooksClient_setRenderLayer, null);
                                                                                      ^

  cast to Object for a varargs call
  cast to Object[] for a non-varargs call and to suppress this warning
3 errors
1 warning
==================

Traceback (most recent call last):
  File "build.py", line 265, in <module>
    main(os.path.abspath(mcp_version))
  File "build.py", line 248, in main
    recompile_side( commands, CLIENT)
  File "D:\Downloads\2019\Vivecraft_114-master-t2\Vivecraft_114-master\mcp940\runtime\mcp.py", line 143, in recompile_side
    commands.recompile(side)
  File "D:\Downloads\2019\Vivecraft_114-master-t2\Vivecraft_114-master\mcp940\runtime\commands.py", line 1646, in recompile
    self.runcmd(forkcmd, log_file=pathlog[side])
  File "D:\Downloads\2019\Vivecraft_114-master-t2\Vivecraft_114-master\mcp940\runtime\commands.py", line 1695, in runcmd
    raise CalledProcessError(process.returncode, forkcmd, output)

Colors pulsing between normal colors and orange tint

I have resource packs and shaders turned off, issue is not present when playing flat 1.14 or in other VR games. I have f.lux on desktop disabled.
Pulsing happens about once a second. Very annoying.
pls help jrbudda-san

Cannot Download Installer

It downloads up to 1.5MB and then comes to a complete stop but other files I download work.. I am using chrome.

Linux support via proton?

If I get this working on linux + HTC vive, would you be interested in merging/supporting patches?

Are you aware of anyone else having done so?

Can't download install file

I'm new to vivecraft and just heard about it. When I click the link on the vivecraft page (http://www.vivecraft.org/downloads/) that says Vivecraft 1.14.4 and click on the vivecraft-1.14.4-jrbudda-3-r1-installer.exe, it just takes me to an error page 'This site can’t be reachedgithub-production-release-asset-2e65be.s3.amazonaws.com’s server IP address could not be found.
Try running Windows Network Diagnostics' I've had the same result on all versions, and two different peoples computers.

VR World Scale

Make it so when connected to a vr server the player can not change theirworld scale unless the server changes it for them.

There should be several options to do this, but really the first is the important one:

  • Using the VSE plugin's api to change the viveplayer's world scale.
  • Using a command in game to change the viveplayer's world scale.
  • A world default set world scale for any viveplayer's joining/leaving will change scale to the new world scale.

The most important for cheating is disabling the world scale slider by the player themselves.

Making it changeable for minecraft plugins would make for fun building / hide and seek type games, and many other unique game types too.

Left-handed controls, haptics on the right hand.

I've done a left-handed layout (and remapped my controls so it works well in a left-handed layout), but when I for example mine with my pickaxe in my left hand, I feel the haptics in my right hand.

The haptics worked correctly before the SteamVR controls update.

Rift S crash and lose connection upon getting past start menu

Hi there! I recently got an oculus rift S and am excited to play Minecraft with Vivecraft on it.
I've not had much problems with the rift in general (although I see a LOT of bugs on it) but I have serious issues running Vivecraft, this is what happens now:

  1. start computer
  2. start oculus app
  3. start minecraft and enter vivecraft profile
  4. get to main menu just fine, arms move etc
  5. on joining game, i lose connection, one of two ways:
    a. i can see everything moving, but i cannot move as the connection with the headset is gone
    b. black screen
  6. upon removing headset, in Oculus i get an extra right touch controller for some reason?? and the rest is disconnected. Need to remove the extra touch controller through editing some files in the oculus folder.

either way, steamVR tells me the headset has disconnected, and I need to restart my PC and replug my Rift to get it back to normal again,

I've managed to get in and play 3 times out of 20 attempts now, if in it works fine. I'm not sure if this is steamVR because the other games I've tried through Steam work fine...
I've attached my log file, I hope it's useful :)
latest.log

Add emulated Tab, Enter, and Arrow keys for "allowAdvancedBindings"

Since version 1.14+ (I'm not quite sure when, but at least in 1.14.4) of vanilla Minecraft, it's possible to use Tab to highlight menu options, Enter to "click" on them, and the left and right arrow keys to move sliders around. Vivecraft (1.14.4 v3 r0) currently does not allow you to emulate those keys, which leaves some vanilla Minecraft "controls" out of Vivecraft.

I understand that you can just point and click at menu options with a VR controller... but it's worth keeping in mind that SteamVR Input (probably) allows traditional gamepad input, which don't have a "pointing" option, so while the userbase would of course be extremely small (if not non-existant), it would be nice for those users to be able to assign vanilla menu-navigation buttons to a gamepad.

It might even be useful for actual VR users that just have shaky hands, as then they could use buttons to more precisely slide sliders around to specific values without their hand shake affecting anything, although I wouldn't suggest making these controls part of any default VR controller configuration, but still.

~

TL;DR: Minecraft uses Tab, Enter, and the left/right arrow keys in menus. Vivecraft does not emulate this. I suggest allowing experts to configure these options when "allowAdvancedBindings" is enabled.

installer not opening

whenever i try to open the installer it refuses to open. i have tried to run it in admin mode. i havent been able to find a solution and i havent been able to get more information about the problem.

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