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Starred repositories
A simple tool for coordinating several AI agents.
Terrain-aware spline road editor with connected networks and automatic timber bridges.
An explorable Japanese suburban railway-crossing neighbourhood on a small planet, rendered 3D-to-2D as a cel-shaded anime background. Three.js, no image assets.
Ocarina of Time native on iOS and iPadOS via Ship of Harkinian with Metal rendering, touch controls, controller support, and ROM-free reproducible builds.
🛡️ Protect your Minecraft server and lets players claim areas
Threejs examples of different game genres and features
A library of creative canvas components. Real HTML with WebGL effects running over it. React, Vue, Svelte, vanilla.
Vintage analog TV/VHS image tool for macOS: ntsc-rs signal emulation + RetroArch CRT shaders (librashader), glued together with SwiftUI/Metal
edenaion / EZ-CorridorKey
Forked from nikopueringer/CorridorKeyFree CorridorKey GUI. Turn Corridor Digital's AI keyer into a full desktop app: real-time viewer, job queue, EXR/ProRes/PNG-alpha export. Windows, macOS, Linux. Built by EZSCAPE.
Easily Retarget Mixamo Animations to Godot
Source code for the Microsoft Comic Chat IRC client
A minimal and elegant modeline for Emacs.
TLDR v0.2 - Agent-First Command Metadata Standard. The missing standard for AI agents to discover and use CLIs.
A network library for client/server games written in C++
Mazzap, part of the Mazzstack: essentials for the Singularity Slowlife
Epub source for the Standard Ebooks edition of The Haunted Bookshop, by Christopher Morley
Video-production toolkit for AI agents: Deno + WebGPU + three.js/TSL render engine with VRM character locomotion, simulations, effects, and a full audio pipeline — real-time GPU rendering with mini…
Real-time procedural dungeon generator in Three.js - deterministic seeds, Delaunay/MST graph layouts, room semantics, five themes, and a custom bloom/tilt-shift pipeline.
game-feel effects for Godot 4 with a visual graph editor. Inspired by FEEL.
Action-RPG: a Bevy 0.19 / Rust game — town-building, night sieges, upgrades, bloodline succession
Procedural generation with diffusion models (SIGGRAPH '26)