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Open Brush is the open source, community led evolution of Tilt Brush! Forked from https://github.com/googlevr/tilt-brush

Home Page: https://openbrush.app

License: Apache License 2.0

C# 84.89% Shell 0.03% ShaderLab 6.76% HTML 1.81% GLSL 2.90% HLSL 0.42% Python 2.88% C++ 0.08% C 0.02% Batchfile 0.05% SWIG 0.07% Jinja 0.05% Ruby 0.03%
art vr virtual-reality tilt-brush painting unity unity3d ar xr mr

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open-brush's Issues

Some experimental brushes cannot be erased.

CandyCane, Snowflake, Holiday Tree brushes have been reported to be unerasable.

As pointed out by @dubois , CandyCane, Snowflake, Holiday Tree, and Plait brushes are all derived from ParentBrush, which does not have batching enabled and therefore they all appear as separate objects in the inspector.
There is a comment addressing this problem here.

Crash when SteamVR menu opens in Linux

When I open the steamVR dashboard while in Openbrush, the HMD and Openbrush freezes entirely until I force quit Openbrush. When i have killed Openbrush, Steamvr won't close properly and there is a background process left over from openbrush that i have to manually kill too.

Sytem info:
Openbrush version: 0.3.0, 0.3.12 and 0.3.24
SteamVR: v1.14.16
HMD: Valve Index
OS: Pop!_os 20.10
GPU: Radeon RX 6800XT
CPU: Ryzen 5 5600X

Neon Pulse brush is affected by the fog setting

Reported by @bassem on Discord:

Hey guys, last night while working on a scene I realised that the Neon Pulse brush is affected by the fog setting. That is, without fog only the pulse is visible, as should be, but as soon as you turn up the fog, the "tube" that the pulse runs in becomes more and more visible . Any chance that could be modified so the tube always stays hidden? (I assume most people would want only the pulse to be visible)

https://discord.com/channels/783806589991780412/806977725625139210/817490722579152927

Google login for PC version

There's an option to log in with Google to access YouTube, etc, in the Accounts tab. However, Google blocks login in the browser. Is this broken, or now non-fuctional? Using latest version; I tried the Steam and the Oculus PC versions

Migrate large binary files to git lfs?

I’m a bit conflicted about this one, but in general, git is not the best place to store large binary files. Git-lfs is the best way to integrate them (and is supported by GitHub), but an effective migration would involve rewriting history which would affect forks. On the other hand, it greatly shrinks the size of the repo and makes many operations faster. I see three options here:

  1. Ignore it.
  2. Migrate ASAP and get the pain over with now (of having forks needing to be updated and any in progress PRs rebased)
  3. Wait until development settles down and then migrate (but the number of forks will just go up over time, even if the number of active forks drops)

Any thoughts from others who’ve worked on large git reports?

PanelManager.IsPanelUnique

There's some logic here that feels like it should be inferred or derived from a flag on the panel itself. Hardcoded special cases are going to be overlooked when new panels are added.

Color mismatch between Tilt Brush and Open Brush

Thanks to @ignis32 for finding!

Steps to reproduce

  • Create a color palette in your favourite design program
  • Load the palette as an image in Open Brush
  • Select an unlit brush, and color pick from the image
  • Paint something

Expected result: Color matches the imported image palette
Actual result: It's not the correct color
Note: This behaves correctly in the official Tilt Brush release

Example Images
Official Tilt Brush Release:
image

Open Brush @0.2.0rc-1
image

Multi User Support

Hello,
im thinking about adding networking to openbrush, probably using mirror networking or something easier like osc for starters.
How one could tackle synchronizing the painting area? By recording brush moves and passing them as a series of vectors with params or as a obj string?

Disabling Post-processing effects on cameras via config file disables camera preview

Steps to reproduce:

  • Edit your Open Brush.cfg config file to disable PostEffectsOnCapture. Example:
{
  "User": {
  },
  "Video": {
  },
  "Flags": {
    "PostEffectsOnCapture" : false,
  },
  "Export": {
  },
}
  • Load Open Brush.
  • Activate the camera tool.

Expected Result: Can see camera preview on each tool, with post-processing effects disabled.
Actual Result: No preview visible.
Platforms reproduced on: Windows 10, Unity editor, Release and Experimental built versions.

image

.tilt files with unknown brushes cause NRE when loading

  1. Create a sketch with an experimental brush
  2. Run non-experimental OB
  3. Load the sketch
  4. Do not quickload

Expected: Sketch loads, perhaps complaining about an unknown brush
Actual: NRE, and the sketch stops loading after the first stroke using an unknown brush

Fix GL_INVALID_OPERATION spam

OpenGL rendering spams out the following message:

02-08 17:12:53.052 32424 32518 E Unity   : OPENGL NATIVE PLUG-IN ERROR: GL_INVALID_OPERATION: Operation illegal in current state 
02-08 17:12:53.052 32424 32518 E Unity   : (Filename: ./Runtime/GfxDevice/opengles/GfxDeviceGLES.cpp Line: 437)

Comments:

  • it's a shader that is used in the default environment, but not in some of the others
  • quick test implies that it's the "TiltBrush/Standard (Specular setup)" shader

Reference Library models import tab is missing.

From a user report on discord:

Noartnoglory
Hello amazing devs! I had a question. I understand .fbx import is not supported in Open Brush but I was wondering why this option was removed completely from the current version? I only ask because I have been experimenting with creating singular models that I can use repeatedly in scenes. I know it's different software but I am able to import .gbl files from TIlt/OpenBrush into Multibrush via my PC. Do you think this option to import models will arrive in the future? Maybe not .fbx but potentially .gbl?

Mikesky
Removed completely? How so? We added fbx export support in open brush 0.2.0, and I wasn’t even aware that you could import fbx on original tilt brush. Could tilt brush desktop import glb? We can do that most likely

Noartnoglory
Hey @mikesky , I should have used better choice of words. Within the Media Library section the icon for selecting model is gone. It is blank and only shows icons for image and video. I am able to import .glb exports from Open Brush into PC version of Tilt Brush by dragging/dropping the .glb into the Tilt Brush Media Library model folder.

Saving issue on Quest 2 for newer Android SDK versions

We previously attempted to upgrade the target Android SDK to version 29, as this was the minimum targeted version shipped with Unity 2019.4.18. However this created an issue with saving on Quest 2, where it does not have the correct permissions to access the Open Brush/Tilt Brush folder due to an implementation change on higher Android SDKs.

A temporary fix was proposed in #18 using a legacy option in the android manifest file, but I feel we should take the time to implement it correctly instead, as this fix is already obsolete in the latest version of the Android SDK.

Investigate moving to Unity 2020.x

In order to get the Unity XR OpenXR plugin we need to move to Unity 2020.3. This creates more work, as all the old VR SDKs are deprecated and need removing, but when fixed, will be supported by Unity XR plugins and OpenXR. #129

Crash on "Enable Profiling"

Thanks for all the great work, can't wait to open some PRs!

Build:
9d84ab0

Platform:
SteamVR (Valve Index)
Windows 10 Home Edition, x86-64

Repro steps:

  1. Enable "advanced mode"
  2. From the top left hand menu, select "enable profiling"
  3. Select "enable profiling" again
  4. App freezes

I'll try and figure out why this happens, but leaving this here in case I don't find anything

Cannot record camera paths

Steps to reproduce:

  • Select the camera path tool
  • Draw a camera path
  • press the record button

Expected result: Your camera path plays back and records
Actual result: Nothing happens

URP support?

Hi,

Any plan to support URP rather than only Standard?

Thanks!

Update OpenBrush to use Unity XR plugin system

Unity 2020.x deprecates its VR support in favour of a new XR plug-in framework. OpenBrush is currently on Unity 2019.4 LTS. In order that we can keep up with the latest features in Unity, and stop the code from going stale we will need to update the VR SDK, so that we can later move to Unity 2020, 2021, etc. This issue just addresses the XR plug-in work.

This work is being done in the feature/xr_plugin branch. It is hoped this work will be completed with 2 months.

Notes about moving to Unity XR plugins. There are some complications here. See #130.

  • We can move to XR plugin framework to support some vendors and we can stick on SteamVR plugin to support others.
    • We can stick on Unity 2019.4 LTS for this.
  • When we move to Unity 2020.3 we can use the Unity OpenXR XR plugin.

Move to Unity XR plugins

Notes about moving to Unity XR plugins. There are some complications here. See #130.

  • We can move to XR plugin framework to support some vendors and we can stick on SteamVR plugin to support others.
    • We can stick on Unity 2019.4 LTS for this.
  • When we move to Unity 2020.3 we can use the Unity OpenXR XR plugin.

Fix xr_v2 OpenXR Android

The xr_v2 branch has a broken Android build. Notes on fixing.

The build appears to compile and link without error. It can be installed on a device but there appears to be no launch activity, so it it just hangs on the loading screen. The expected activity is com.unity3d.player.UnityPlayerActivity .

Move to Unity 2020.x

As of June 2020 OpenBrush is on Unity 2019.4 LTS. It would be preferable to upgrade to 2020.3 because we could get the Unity OpenXR XR plugin. This change may mean that the SteamVR SDK is no longer required.

There may be a considerable amount of work in this change because the UnityEngine.VR namespace (which is currently deprecated) has been removed.

Branch for this: feature/unity2020.

Simplify VrSdk

Do some of what is suggested in the comment. Simplify VrSdk to make further refactoring and development easier.

    //
    // The VrSdk is an abstraction over the actual VR hardware and SDK. It is responsible for:
    //
    //   * Initializating the VR system, cameras, controllers and associated state.
    //   * Providing hardware- and SDK-specific controls via a non-specific interface.
    //   * Providing abstract access to events sent from the SDK.
    //   * Exposing an interface to query Hardware and SDK capabilities.
    //
    // TODO: In its current form, the VrSdk is monolithic, though it should ultimately be
    // broken out into hardware- and SDK-specific modules, which can be loaded and unloaded at startup
    // or build time.
    //
    //   - Distribution
    //       - Build
    //           - SDK
    //           * Platform - Win32/64, Android, iOS.
    //           * Options
    //                * Experimental
    //           * Config
    //               * Develop
    //               * Profile
    //               * Release
    //       - Device
    //           - Overlay
    //           - Controller

The structure above is more modular. If there is a "distribution" above the SDK then the architecture can be specialised for a target store/platform, e.g. Store features/analytics/content. Additionally, multiple SDKs could be used for target builds whilst the OpenXR complications sort themselves out.

IL2CPP breaks browser launching on Quest

Building for Quest in IL2CPP mode breaks the ability to launch the Oculus browser for Oauth login.
This bug was introduced in #126

Steps to Reproduce:

  • Build for IL2CPP
  • On Quest, attempt to log in to either Google or Sketchfab
  • Observe the Oculus browser doesn't launch

Recommend reverting #126 for now as IL2CPP is not a hard requirement yet.

Mixed Reality Capture not working on the Oculus Quest

It appears that there are 2 issues that are causing the Mixed Reality support on the Oculus Quest to be broken:

    1. The different units between the Oculus SDK and Open Brush (Open Brush uses decimeters instead of meters).
    1. The fact that Open Brush isn't using an OVRCameraRig and it's just setting up OVRManager manually instead (here).

Issue number 2 makes the OVRExternalComposition's cameraInTrackingSpace (part of the Oculus Integration Package) to become false, making it use the incorrect worldSpacePose for the foregroundCamera and backgroundCamera cameras used for mixed reality.

I've managed to apply a workaround to the OVRExternalComposition object to fix both issues in a local copy, but that's not really ideal, since this is changing a file that's part of the Oculus Integration Package and this is currently being ignored by git.

My solution was to replace line 97 with

backgroundCameraGameObject.transform.parent = null;

replace line 123 with

foregroundCameraGameObject.transform.parent = null;

and replace lines 359:370 with

// if (cameraInTrackingSpace)
// {
    OVRPose trackingSpacePose = ComputeCameraTrackingSpacePose(extrinsics);
    trackingSpacePose.position = trackingSpacePose.position * 10; // Tilt Brush adjustment
    backgroundCamera.transform.FromOVRPose(trackingSpacePose, true);
    foregroundCamera.transform.FromOVRPose(trackingSpacePose, true);
// }
// else
// {
// 	OVRPose worldSpacePose = ComputeCameraWorldSpacePose(extrinsics);
// 	worldSpacePose.position = worldSpacePose.position * 10; // Tilt Brush adjustment
// 	backgroundCamera.transform.FromOVRPose(worldSpacePose);
// 	foregroundCamera.transform.FromOVRPose(worldSpacePose);
// }

essentially making OVRExternalComposition ignore cameraInTrackingSpace and also making it multiply the mixed reality camera's position vector by 10 (converting from meters to decimeters).

I believe we might need to adopt the OVRCameraRig on the VrSdk to be able to solve this properly, but this might cause other issues. There might be some other solution, but I'm not really an expert on Unity or the Oculus SDK.

Investigate and replace GoogleVR code

The GoogleVR package included in Scripts/ThirdParty/GoogleVR (GitHub, GoogleVR, Unity packages) is deprecated.

  • It is used for audio (see AudioManager) on all builds.
  • Supports some Google devices.

Since the package is deprecated we should look at replacing it. The new XR management plugin tries to delete it. See class XRLegacyUninstaller.

private static List<string> k_PackagesToBeRemoved = new List<string>(){
            "com.unity.xr.googlevr.android",
            "com.unity.xr.googlevr.ios",
            "com.unity.xr.oculus.android",
            "com.unity.xr.oculus.standalone",
            "com.unity.xr.openvr.standalone",
            "com.unity.xr.windowsmr.metro",
        };
  • What features are required to be replaced?
  • What is a good replacement?
  • How/when will replacement be done?

Guides remain selected after duplication and deselect

From VR_Rosie https://discord.com/channels/783806589991780412/804677406572150814/826479245005946900

I have a bug, a bug that is a Tilt Brush bug so most likely an OB one too... its annoyed me for some time now.

When you select a guide, duplicate the guide, then unselect...

The guide remains ✨selected✨

It's actually quite annoying because the selection is real bright then I struggle to actually paint onto said guide properly.

But if I close TB and reopen the scene everything is ✨fine again✨

Sketches using the new "Plane" guide won't open in earlier versions

ArgumentException: Plane TiltBrush.WidgetManager.GetStencilPrefab (TiltBrush.StencilType type) (at Assets/Scripts/WidgetManager.cs:993)

The problem is here:

       public StencilWidget GetStencilPrefab(StencilType type)
        {
            for (int i = 0; i < m_StencilMap.Length; ++i)
            {
                if (m_StencilMap[i].m_Type == type)
                {
                    return m_StencilMap[i].m_StencilPrefab;
                }
            }
            throw new ArgumentException(type.ToString());
        }

m_StencilMap is serialized in the main scene as part of WidgetManager on the SketchControls gameobject. Even though older versions contain an enum entry for "Plane", it's not one of the serialized values on WidgetManager and therefore fails the check in GetStencilPrefab. And rather than failing gracefully - the loading of the sketch halts at this point.

Paintings open behind, below, or on top of me

I'm seated and have little room to move around. When I open existing paintings, they open at random positions in relationship to my chair -- behind me, on top of me, around me, below me, whatever. I know you can use the teleport feature to view from a different angle, but you apparently can't tell it which direction you would be facing after teleportation -- it's fixed, so that at best I can see the backs of paintings.

I really want to view and admire the amazing artwork that people have created (as I have no artistic skill myself)!

Vive Controllers not detected after SteamVR menu is closed (Linux)

Hello,

I have built this for Linux.
In order for Open-Brush to detect my Vive Controllers I have to close any steamvr menu's before launching Open-Brush. While Open-Brush is running I then need to make sure not to hit the home button because exiting the steamVR overlay menu results in Open-Brush not detecting the controllers again.

Regards, tuxfoo.

Unity XR Validation

WIP Checklist to validate all functions and permutations of Open Brush in the xr_v2 branch before we consider merging.

#237

Platform Support

Basic test, can we build and run on this platform that was supported previously?

  • Windows SteamVR - now delivered via generic Windows OpenXR
  • Oculus Rift
  • Oculus Quest
  • Vive Desktop (Same as Windows SteamVR for now)

Controller schemes

Check that inputs are valid and controllers act correctly

  • Vive wands
  • Valve Index (Knuckles)
  • Oculus Rift
  • Oculus Quest (also via Link)
  • WMR

Panels

Note that a lot of panels have a 'Mobile' version that may behave differently.

  • Admin Panel
  • Admin Panel Mobile
  • App Settings
  • App Settings Mobile
  • Brush Picker
  • Brush Mobile
  • Camera
  • Camera Path
  • Color Picker
  • Environment
  • Extra Panel
  • Extra Panel Mobile
  • Guides
  • Labs
  • Labs Mobile
  • Layers
  • Lights
  • Memory Warning (see #326)
  • Reference
  • Reference Mobile
  • Scripts
  • Sketchbook
  • Sketchbook Mobile
  • Snap Settings
  • Tools Basic
  • Tools Basic Mobile
  • Tools Advanced
  • Tools Advanced Mobile
  • Tutorials

Minor

Things that may or may not work, but shouldn't prevent release.

Platforms

  • Windows SteamVR Experimental
  • Windows Monoscopic Experimental (Minor) We may need to reconsider supporting this mode temporarily with the move to UnityXR. It's not a primary release method and I don't want it to hold up main platforms.
  • Oculus Rift Experimental
  • Oculus Quest Experimental
  • Linux SteamVR - may best be supported through Proton
  • Linux SteamVR Experimental - may best be supported through Proton
  • Linux Monoscopic (Minor)
  • macOS Monoscopic (Minor)

Controller schemes

  • Vive Cosmos (There's prefabs for this, but they look rather unfinished.)
  • Logitech Pen (Minor)

Panels

  • Brush Experimental (Minor)
  • Experimental (Minor)
  • Poly (Deprecated)
  • Poly Mobile (Deprecated)

Distortion and artifacts in 360 offline renders

From @Zandy#1492 on Discord:

Captured a 360 from the latest release but parts of the 360 get distorted and there is a circle at the nadir that shouldn’t be there. Also parts get distorted and disappear when they shouldn’t... cool effect for this one but prefer it without. Almost like the 360 stills are too short lengthwise creating a nadir circle.

https://discord.com/channels/783806589991780412/806934697237938216/820443466197631007

Offline render mode option 5 example: https://youtu.be/uLqBoXu5mXY

Investigate Steam support under Unity XR plug-in framework

  • This article summarises the Valve OpenXR / Unity XR issue.

  • Valve's statement.

  • Unity-xr-plugin which does not support the Unity XR Input system.

  • Complication for issue #129.

  • OpenBrush 0.3 on SteamVR Unity Plugin 2.3.2.

  • Version 2.7.3 is available and includes "support for Unity XR API" (added in 2.6.x).

  • OpenVR Unity XR Plugin also available!

    • The purpose of this package is to provide OpenVR rendering to Unity XR. This package provides the necessary sdk libraries for users to build Applications that work with the OpenVR runtime. The OpenVR XR Plugin gives you access to rendering on all major VR devices through one interface. Explicit support for: HTC Vive, HTC Vive Cosmos, Oculus Rift, Oculus Rift S, Oculus Quest (Link), Windows Mixed Reality, and Valve Index. Other SteamVR compatible devices are supported though may have inaccurate or incomplete features.
    • Valve have abandoned this plugin.

It appears that Valve's direction here is: we'll support OpenXR and everyone else should follow this.

Unity have the new Unity XR plugin system so some vendors have plugins for this, and others will be supported through the new Unity OpenXR XR plugin (requires Unity 2020.3).

Building for Android IL2CPP fails

Oculus reccommend targeting arm64 for Quest builds, and suggest they might block arm7 in the future. I've previously tested this when submitting to app lab and some errors, which I think are coming from third party libraries.

Quest 1 Crashing

Origins of the strange crashing:
We have received an app lab review mentioning "I only wish I could spend more than 5 minutes without it completely crashing on me"

Siiimon from the Discord, also came across this bug on a Quest 1: "Hi. I am testing open brush on quest via app lab (v 0.2.0), but it seems to crash every few minutes."

Personally, I have been unable to find any crashing on the Quest 2, but did get a logcat of a crash from my Quest 1.

Logcat of a Crash
Attached is a crash log, you can see the crash happens just before 23:03:43
logcat23-04crash.log

2021-03-18T23:03:43.519Z:error14408/14377 AndroidRuntime FATAL EXCEPTION: UnityMain<br>Process: com.Icosa.OpenBrush, PID: 14377<br>java.lang.Error: FATAL EXCEPTION [UnityMain]<br>Unity version : 2019.4.18f1

Possible Reproduction of the crash
@mikeskydev got a crash on scene change.
To reproduce this, I kept opening many different scenes with varying complexities and also spent time drawing in new scenes.
Of the 4 times, I have managed to get a crash. 3 were while loading scenes, and 1 happened after taking the headset on and off after loading a scene, which is the one in the logcat, note the onHeadsetMounted.

Once a crash has happened I have been unable to get another until I reinstall Open Brush.
If anyone know how to get a crash, please comment here.

Missing asset for SketchbookPanel notSupported

There is a missing asset. There on mobile, but not on PC.

UnassignedReferenceException: The variable m_NotSupportedMessage of SketchbookPanel has not been assigned.
You probably need to assign the m_NotSupportedMessage variable of the SketchbookPanel script in the inspector.
TiltBrush.SketchbookPanel.RefreshPage () (at Assets/Scripts/GUI/SketchbookPanel.cs:341)
TiltBrush.SketchbookPanel.SetVisibleSketchSet (TiltBrush.SketchSetType type) (at Assets/Scripts/GUI/SketchbookPanel.cs:232)
TiltBrush.SketchbookPanel.OnStart () (at Assets/Scripts/GUI/SketchbookPanel.cs:169)
TiltBrush.ModalPanel.Start () (at Assets/Scripts/GUI/ModalPanel.cs:69)

`Sketchbook

Old version of the Oculus Integration package

Open brush uses version 1.41.0 and the current version is 23.1.

Updating the Oculus Integration package can help solve some issues with the Mixed Reality capture on the Oculus Quest 1 and 2 (example). The new version can also open some possibilities, such as hand tracking, higher frame rates, and etc.

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