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JA2 v1.13




JA2 v1.13



Preamble

Jagged Alliance 2 v1.13 is a modification for the Jagged Alliance 2 game.

Original development was done through SVN, this however ended abruptly in 2022, to keep the development going the step to Github has been made.

Feel free to participate in the development!

For more information you can visit the following locations:

In case of any issues, look at Reports or Participation

Downloads

Note All-in-one releases come for different languages and include JA2 v1.13, the Map Editor and JA2 Unfinished Business.

Visit the releases page to download the latest all-in-one.

Installation

  1. Install the original Jagged Alliance 2

  2. Download the latest all-in-one release and copy its content to JA2 game directory. Overwrite when asked.

  3. Modify ini settings if you like.

  4. Play the game.

    Some additional information on can be found in folder "docs" inside download.

    If you face issues with higher resolutions, alt+tab not working, blackscreen, etc.,
    run the "cnc-ddraw-config.exe" in game-folder and adjust settings to your liking.
    (those issues can occur due to the combination of old game and modern OS/hardware, cnc-ddraw helps to avoid those)

Visual Studio setup

  1. Run Visual Studio 2019 or newer.
  2. Clone and open the location with the source code using one of these two options:
    • Click Clone a repository
      • Enter [email protected]:1dot13/source.git or https://github.com/1dot13/source.git in the Repository location field, select the path you want to clone the repository to and click Clone.
      • Double-click on Folder View in the Solution Explorer
    • Click Open a local folder
      • Use this option if you already cloned the repository yourself.
  3. Visual Studio will automatically detect the CMake configuration files and will run the CMake generation. There will bet a CMake error in the logs saying No existing preset was found, copied a preset template to [some_path]. This is normal and only happens once.
  4. Click on the dropdown that says x64-Debug and select Manage configurations.... This should trigger Visual Studio to load the CMakeUserPresets.json file it just copied. Now you can close the window for managing the configurations.
  5. The x64-Debug option should have been replaced by 1dot13 Debug. Click it and select Manage configurations... again. Here is where you configure the language for the built executables as well as which ones to build, Most important, here is where you set CMAKE_RUNTIME_OUTPUT_DIRECTORY to the path to your JA2 1.13 installation. This will be used for debugging. Note that the path needs to have a working 1.13 installation, and that includes the 1.13 game data.
  6. You can use Build -> Build All to build the executables you selected in the configuration.

Reports

For more information and reports, visit Bug reports at Bear's Pit Forum or join the Bear's Pit Discord

Participation

Feel free to participate on GitHub. If you want to know how, or simply wanna share your thoughts on a topic join the Bear's Pit Discord

source's People

Contributors

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source's Issues

misssing a revision number, date not YY.MM.DD

  • when adding the c'n'c-stuff to source, GameVersion.cpp has seen no update, so we're one number behind

  • the comment in GameVersion says YY.MM.DD but the entry is DD.MM.YY

  • should we even fix the revision number (add up two numners next time?) ?

  • should we go back to previous kind of date in next commit (yy.mm.dd) ?

  • mentioning because i plan to upload a SCI and would like to keep the old naming convention

General mode doesn't work properly, DEADLOCK error when general trying to flee the battle

BUILD VERSION:
sc 7a0a567
gc 4648659

So, apparently, when you enable Generals in Ja2_Options.INI file or in override options of the game of the latest build you witness that Generals mode is not working as intended and returns errors to player and takes very long to process enemy turns (some people complained on discord that the game freezes forever) until it prints out the error message.

To replicate the error do the following:

  1. Launch the game with Generals settings turned on.
  2. Make sure that general appeared in Omerta, so that you could spawn directly in the location where General is spawned.
  3. Alert the General's crew, witness error and fleeing attempt, the indefinite infamous clock animation

Attached a screenshot of the error and log files, also my ini file.

jagged_alliance_2-2023-01-12-08_19_47

ERROR_REPORT.iniErrorMessages.txt
LiveLog.txt

LOBOT: sti loading occasionally fails during gameplay

This leads to a runtime assertion error in debug build. The .sti file itself is fine and there is no repeatable file that does it, but it changes to different file.

Not a game breaking issue in release build as the assertion is disabled.

ALLOW_TUNNEL_VISION = FALSE in ja2options produces memory allocation errors

When setting this feature to FALSE in ja2options.ini and equipping binocs, the LOS goes on forever so when you scroll to the border of the map it produces a memory allocation error (see screenshot)

Error should be rather easy to replicate:

  1. Set ALLOW_TUNNEL_VISION = FALSE in ja2options
  2. Start game, equip binocs
  3. Hold down END (Line of Sight) and scroll to the border of the map

The merc's LOS is about 2 screen lengths to the left that's how far this is..

Note: The map in the screenshot is 200x200
memory alloc error

Militia use sector equipment is broken, militia will spawn and lose all its previously equipped guns after a day ingame

Version: latest build 57fcdaf.

It seems that feature to enable militia use sector equipment is broken and not working as it is supposed to.

I am referring to this particular option in Ja2_Options.ini:

if set to true, militia will take parts of its equipment from a sector's inventory.
MILITIA_USE_SECTOR_EQUIPMENT = TRUE

The way it's supposed to work, according to feature description, is that militia will pick up guns and armor from sector inventory unless you Tab + Lmb click on a particular item to be avoided by militia. This a very interesting feature and makes arming militia more fun, but sadly it doesn't work as it is supposed to and costed me several failed runs, until I have identified that my militia was just ditching items and getting naked after a while resulting in lost combat engagements.

According to description on forums and in .ini file this feature makes militia pick items from sector inventory up after they have spawned when you've finished training them. They actually do pickup items successfully, but after a while in game, they get rid of all items and engage in fighting completely naked and essentially worthless, making militia completely useless for guard duty.

Here are some screenshots:
image
Right after spawning Militia is armed and they've picked up most of the guns that were lying around in sector inventory.

Day has passed in game, the same militia operatives (no new militia were trained or spawned) are now naked:
image

Naturally, it gets quite ugly during the fights and you expect your militia armed with weapons you left them:
image

This feature supposed to make equipping militia harder but potentially making them deadlier if equipped with superior gear, but because they ditch items, it's broken and militia is useless when you play with this option.

I have also attached archive with 2 savegames to reproduce the error.

Savegame04.sav > Militia successfully equipped weapons after training.

Savegame05.save > A day in-game has passed, militia has no items equipped and is running around naked.

SavedGames.zip

Assertion error in TurnOnSectorLocator when helicopter is shot out of the sky

How to replicate: Fly helicopter through hostile sectors until it is shot down, with the map display mode set such that if clause in Map Screen Interface.cpp on line 6735 evaluates to true. Then the Assert on line 6738 gets triggered.

if ( gusMapDisplayColourMode != MAP_DISPLAY_AIRSPACE && gusMapDisplayColourMode != MAP_DISPLAY_AIRSPACE_COLOURED_SAMS ) { // can't use his profile, he's where his chopper is Assert( iHelicopterVehicleId != -1 ); gsSectorLocatorX = pVehicleList[ iHelicopterVehicleId ].sSectorX; gsSectorLocatorY = pVehicleList[ iHelicopterVehicleId ].sSectorY; }

REQUEST: Variable Min/Max Merc hires for AIM/MERC/IMP categories

Hello !

If possible (and I can assist with this just not sure where to start in the source as I have a feeling the INTs need to be changed) I would like to be able to set MIN/MAX hires for each category.

For example:
You can hire
16 AIM max
16 MERC max
8 IMP max

Stuff like that, It would be nice if we can hire up to 48 or 64 mercs as I plan to have massive battles in my mod.
Another line of reasoning is that AIM will be my 'combat' guys, MERC will be the 'maintenance' guys that staff facilities etc

So by setting MIN/MAXes like that we can play with the categories as well as force players to vary their choices

Thank you

Promote certain features to be permanently enabled

I've been thinking about this for a little bit. There are some features where them being "off" is functionally no different from "on but unused", so it makes sense to me to keep them on and players can decide whether to utilise them. The main pain point is probably explaining to returning players that no, the features aren't gone, you just can't toggle them off anymore.

Any thoughts on this?

Some candidate features:

  • intel
  • PMC/Kerberus
  • vehicle inventory
  • upgradeable robot
  • factories
  • prisoners
  • tactical militia command
  • strategic militia command
  • campaign history

Snitches no longer prevent misbehaviour

Snitches are the only way to prevent other mercs from drug abuse and/or stealing.
And they don't do that anymore. Player can't prevent misbehaviour.

Even when I put four snitches together with one drug abuse merc, drug abuse won't stop.
Only way to solve this is to delete the misbehaviour tags in backgrounds.xml, which doesn't make much sense.

Seen reports by other users and tested myself with 11.12.2022 (12c7781)

Militia equipment limits do not update when sorting sector inventory

How to replicate: When using sector equipment for militia, TAB + click on items to prohibit them from picking some items, then sort the sector inventory. The prohibitions stay in their original slots, even if the item in question was moved to another slot due to sorting. Militia is now able to pick up said item again.

Lobot: Move layered bodytype animation surface selection out of render loop

As per bio's original comment in RenderTiles(), the selection of proper animation surfaces to show should be moved out of the hot render loop.

// TODO: should find a better place to determine the logical body type. This function gets called like a gazillion times
// every render cycle and the find provedure will get quite expensive at later stages (lots of logical body types, animations and filters!)
// Should only be done once every cycle, or better yet, only and directly after a SOLDIERTYPE object has been altered (if at all possible)!

God mode issue cheats.

Dear coders.I have some question to you all who made changes in 1.13 code.
There was a coder with nickname Shadow,and how i understand he stop developing\helping to impove 1.13 code.
He add an intresting addition God Mod and permament working cheats.The god mode feature working great but it has few flaws:
1.It made immortal all npc,militia and enemy when during fights only player mercs can damage them all(enemy,militia,npc) but enemy\militia \tigers\bugs dont do any damage to anyone else so during fight only player can kill all and not others.Enemy\militia can't do any fire damage to each other but only can do melee damage.
2.During autoresolve battles mercs equipment get damage(armor,weapons)but not during tactical battles(armor)

Can those things can be fixed\tweaked?It it even posible?

Add .gitignore file

Maybe a smart idea to add a .gitignore file to the project with some folders and files in it to make sure we dont accidentally commit things we dont want to like a build directory and such things

There should be .gitignore templates available for visual studio projects somewhere

Vehicle movement group gets lost

How to replicate: Place someone in a vehicle in tactical mode, save and load the game.

Then the game continuously pops up a box informing that the Hummer thinks it is in group A but isn't and group B in same sector thinks hummer is in the group but isn't. Only way to continue the game is to use the short pauses between a new popup box appearing and remove soldier from inside vehicle

REQUEST: PLEAAASE add Z AXIS to merc sector arrival

Hello currently in the ja2options.ini you have the following:

;------------------------------------------------------------------------------------------------------------------------------
; You can change the arrival sector of your first mercs. The defaults are X=9, Y=1 (for sector Omerta A9).
; Subsequent arrivals will occur as normal (whereever you set the arrival LZ on the map).
;
; Please note: If you set the arrival sector in enemy SAM-Site controlled area, it will automatically be moved to a safe
; airspace sector immediately after your initial arrival!!
;------------------------------------------------------------------------------------------------------------------------------

DEFAULT_ARRIVAL_SECTOR_X = 12
DEFAULT_ARRIVAL_SECTOR_Y = 1

Can you please make it so that we can specify basement sectors as well like so?

DEFAULT_ARRIVAL_SECTOR_X = 12
DEFAULT_ARRIVAL_SECTOR_Y = 1
DEFAULT_ARRIVAL_SECTOR_Z = 0 / 1 / 2 / 3 / 4 / 5 .....

If you'd like to also add the option to remove the initial merc entering.cpp Heli animation in the ja2options that would be great too. I can handle that though.

windowed mode broken on proton 7.0.5

hi there
get just a black window when trying to run in windowed mode on linux (steam version of ja2) using proton 7.0.5 on ubuntu 22.04 (using intel 10th gen igpu).
otherwise works great (other than you have to set the screen resolution of the display to the one configured in the game before starting it)! awesome work!
cheers

nullptr dereference when moving mouse to map edge in tactical

How to replicate: In Drassen, assign someone to helicopter, go to tactical and move the mouse to any map edge.

Game will crash due to nullptr dereference in strategicmap.cpp line 4941 when GetSoldierStructureForVehicle returns 0 for the soldier who's inside helicopter.

if ( OK_CONTROLLABLE_MERC( pSoldier ) && (pSoldier->bAssignment == CurrentSquad( ) || (pSoldier->bAssignment == VEHICLE && GetSoldierStructureForVehicle( pSoldier->iVehicleId )->bAssignment == CurrentSquad( ))) )

Add a flashlight effect as an action item (feature request)

action items (LuaInitNPCs.cpp and actionitems.xml and exposions.lua) can be place via mapeditor and result in a variety of things happen when triggered ("trigger" at items in mapeditor).

If there would be a way to trigger light effects using those, it could enhance mapediting.
what comes to mind are things like a switch that turns on light in a dark room or a searchlight of a prison guardtower, etc.
There certainly would be multiple ways to use it.

A flashlight effect would be a better fit for something like a searchlight (beam), light in room may would need another kind of effect.

nullptr dereference when a player driven vehicle is destroyed

How to replicate: In tactical mode, put a soldier inside a vehicle, eg. ice cream truck and force move it through buildings with shift+click until it explodes.

nullptr dereference in renderworld.cpp GetShadeTable due to psoldier->sGridNo being -1, which is then used for array access. Simply preventing the nullptr dereference shows that intact vehicle graphics are not properly removed from the tactical map, unlike merc graphics are which results in undamaged vehicle graphics being shown under the vehicle corpse graphics. Proper fix requires going through the code and finding out where the removal of vehicle from the tactical map goes wrong. If the vehicle is removed from the merc list in strategic map, the vehicle graphics disappear from tactical map as well.

RemoveMerc() returns FALSE due to not finding the vehicle pSoldier in gpWorldLevelData[ iMapIndex ].pLevelNodes[5] for the sGridNo that the vehicle is supposed to be on. Maybe a mismatch of where the structure in world is not yet updated to the vehicle's current gridno when it gets destroyed? This bug does happen when the vehicle is moving in tactical

Languages beside English are broken

At the very least Polish build crashes without exception upon encountering enemies after the first fight, with a "video object index is larger than number of subimages" assertion error. This one points to an outdated .sti file somewhere in the Polish gamedir.

We're also getting intermittent assertion failures in arms dealer init.cpp, line 1166: GetArmsDealerItemTypeFromItemNumber(), invalid class 0 for item 1762.adf 0.

Vehicle graphics are not properly removed when it dies in tactical

How to replicate: In tactical mode, put a soldier inside a vehicle, eg. ice cream truck and force move it through buildings with shift+click until it explodes.

Intact vehicle graphics are not properly removed from the tactical map, unlike merc graphics are which results in undamaged vehicle graphics being shown under the vehicle corpse graphics. Proper fix requires going through the code and finding out where the removal of vehicle from the tactical map goes wrong. If the vehicle is removed from the merc list in strategic map, the vehicle graphics disappear from tactical map as well.

RemoveMerc() returns FALSE due to not finding the vehicle pSoldier in gpWorldLevelData[ iMapIndex ].pLevelNodes[5] for the sGridNo that the vehicle is supposed to be on. Maybe a mismatch of where the structure in world is not yet updated to the vehicle's current gridno when it gets destroyed? This bug does happen when the vehicle is moving in tactical

Optimise HourlyFactoryUpdate()

I've noticed that enabling factories causes a long and very noticeable delay whenever the hour ticks over. After stepping through HandleHourlyUpdate(), the biggest offender by far is this factory function - almost every other hourly update takes 1-2ms, with one or two approaching 10ms, but the HourlyFactoryUpdate() usually takes a whopping 500ms on my machine, even with no items in production.

Lobot: Match against an attachment of an item in merc's inventory

First use case that requires this functionality is to show both balaclava and a helmet/hat on the merc simultaneously. Currently I can only match against what item is in the head armor slot, but not any of the helmet's attachments.

Another one would be to show kneepads when they are attached to leg armor.

explosions that collapse roofs result in white fire retardant smoke spreading

If any explosion is strong enough to collapse roof, in addition to debris smoke, there is also white smoke added.
This is the white smoke of the fire extinguisher and is fire retardant.
Happens indoor, but result will happen also if initial explosion happen outdoor (outside wall of room).
Tested with action items, tnt, hmx, c1, c4 and mk2-grenade. As long as it results in roof collapse, we get fire retardant smoke in the room below the roof.

This isn't only looking ugly, since the smoke is fire retardant and blinding it interferes with other things we may wanna do.
This further hinders to add any new explosive with changed smoke effect. if we don't know the reason for this, we can't be sure that dsired new effect would happen as well.

Tried to look into this, but as far as i can tell, when the white smoke was added (r9141/g2602) nothing regarding roofs or indoor was changed (afaik).

ISSUE/FIX: ItemChoices_/GunChoices_.xmls for Militia and Enemies restricted to only 50 items

Looking at the original XMLs for item and Gunchoices you will notice you have only 50 slots available for items and ubchoices is also only INT8.

Therefore if you wish to have more items, or add weight especially you are restricted to an even lesser pool.

RFTR has designed a solution that I've implemented for this.

Attached you will find the EDITED cpps, SearchAll
"Edited by Pr0ph3t for BWOW - RFTR / Asdow's 50 item/weapon choices UNCAP FIX"
for all my changes in order to get an impression of what has been done.

Please note this needs to be done for:
Militia as well
Perhaps Revise the IMPs in case
Enemy/Militia item drops

Here is a link to the files:
https://file.io/DkxCHvlofhrC

Lobot: Enable matching against skill traits

The original code in filter.cpp has matching against skill traits such as radio operator, athletic etc commented out. I don't know if the implementation is broken or unfinished but re-enabling it would allows more opportunities to match merc graphics if modder needs it

Rework or Revert r9095 - if POW, any mercs above 3 are removed from game permanent (not avoidable if more than 3 mercs)

Having Tixa as additional place for POW happening after we surrender our mercs is nice, but this part sucks big:

"fix: all mercs in the map will be taken POW when surrendered, however only 3 will appear in Alma/Tixa/N7, rest will be POW forever without chance of getting free"

Why doing this? Who would use the surrender if that is happening? The escape has been a fun side-quest, but when it results in mercs being lost for good, without a chance to free them, why would anybody use this?

I tried to revert this in my local copy, but it seems there are commits before (and maybe also after) that deal with this and I can't find out which files apart from the one at r9095 need to be reverted (comments on this are not always helpful, seem to miss some stuff).
I also didn't understand why it was nescessary to make this more-than-three cap, beyond my skill to find that out.

Like I said, it's a nice addition, but loosing mercs permanently without a chance is just bad, imo.


Revision: 9095
Author: Shadooow
Date: Montag, 21. Juni 2021 15:53:56
Message:
Major rework of getting captured quests and mechanics.

  • new feature: added Tixa as another prison where capture mercs can be held (Alma is still primary choice though)
  • fix: all mercs in the map will be taken POW when surrendered, however only 3 will appear in Alma/Tixa/N7, rest will be POW forever without chance of getting free
  • fix: whenever player liberates any of the POW sectors (Alma, Tixa, N7) the respective quest/cutscene with POW will be disabled in that sector until enemy recapture the sector
  • robot will be destroyed when surrendered as it makes no sense to inprison mechanical units
  • externalized the GridNos for freeing POW mercs into Mod_Settings.ini

Modified : /trunk/GameSource/ja2_v1.13/Build/GameSettings.cpp
Modified : /trunk/GameSource/ja2_v1.13/Build/GameSettings.h
Modified : /trunk/GameSource/ja2_v1.13/Build/Strategic/Player Command.cpp
Modified : /trunk/GameSource/ja2_v1.13/Build/Strategic/Queen Command.cpp
Modified : /trunk/GameSource/ja2_v1.13/Build/Strategic/Quests.cpp
Modified : /trunk/GameSource/ja2_v1.13/Build/Strategic/Quests.h
Modified : /trunk/GameSource/ja2_v1.13/Build/Strategic/strategicmap.cpp
Modified : /trunk/GameSource/ja2_v1.13/Build/Tactical/Handle Doors.cpp
Modified : /trunk/GameSource/ja2_v1.13/Build/Tactical/Overhead.cpp
Modified : /trunk/GameSource/ja2_v1.13/Build/TacticalAI/DecideAction.cpp
Modified : /trunk/GameSource/ja2_v1.13/Build/TileEngine/Explosion Control.cpp

Offering surrender is broken

Offering to surrender does not stop the combat properly, which results the game not able to progress after surrendering

Enable local blacksmiths to repair land vehicles (feature request/raw idea)

Waldo can repair the Heli
For land vehicles, player has to rely mostly on Trevor, most of the other mechanic dudes fail to have the required skills (wahtever those are, my guess a combination of engineer + high wisdom)
Make them all as good as Trevor sounds like a bad idea.

If it's possible, it might would be cool to allow Fredo or the Blacksmith in Grumm to repair land vehicles the way Waldo can with Heli.

drop all - item drops don't seem to match coolness by sector and game progress

might be simular to issue #10 , but it's more about drops, not what they wear

it's possible to gain full end game gear (weapons, armour, kits, crafting items, etc. - everything) for a team of mercs as early as drassen with drop-all and many elite encounters

amount of elite encounters was high due to my settings, but it's still excessive

neither CoolnessBySector nor game progress seem to have any impact on drop choices with drop all

gonna do some testruns with basic ini-settings but drastic changes to related xmls (Enemy.....Choices.xmls, the drop-xmls, coolness by sector) to see if any of that is giving a respond ingame and/or testruns on older versions to compare

Add README.md

Maybe it's time to add a README.md file with a description of the project and other information, the readme.txt file that is in place right now is old and missing information.

The ARC feature and Spy in Sector making gathering intel unbalanced

the way ARC allows to assum intel is kinda unbalancing the blackmarket
same for spy at sector assignment
intel should be rare and the player need to active do something for it, imo
the blackmarket sells op gear and the way it is now, player can buy there as easy as at Tony

is there a way to balance this some more?

Names at AIM be descending as default again

at hiring page, the names are ascending by default

could the names be changed to descending (A-Z) as default ?

it's kinda unintuitive to see a name list sorted by Z-A as it is now

REQUEST: Colored Light Sources

Any lights we can attach to object are 1 color (gross white)

Would be nice if we can RGB individual lights rather than applying to the whole map

wrong name ja2 executable in SCI

it seems the executable in the SCI's has the wrong name, this should be named ja2.exe to make sure it overwrites the original JA2 executable, people will run into issues staring the old exe and get confused if this file is not overwritten.

Add an option for max default aim

When shooting at an enemy, most of the time one tends to use max aim instead of no aim. It would be nice if we could have an option to toggle which aim level the shooting would default to. Taking available action points into account, of course.

tooltips broken on boby rays shop and on aim and merc inventories on items

There is a bug with tooltip about items in boby rays and in aim and merc characters inventory.for example boby ray descriptions of items will be a weapon which were last on previus page and will be show on other items after last weapon.same for aim inventory on aim site after weapons other items like lbe will be named like a weapon.tested on plain 1.13 and brainmod.

jagged_alliance_2-2022-12-28-01_14_25
jagged_alliance_2-2022-12-28-01_14_35
jagged_alliance_2-2022-12-28-01_14_50

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