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requiem's Introduction

Requiem

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Requiem is a Minecraft (Java Edition) mod aiming at removing the continuity break resulting from death, as well as adding new mechanics centered around soul dissociation and body possession.

More information is available on the Ladysnake Website: https://ladysnake.org/wiki/requiem.

Installation

For players

  • Running the mod will require Quilt and Quilted Fabric API. For more information on how to use Quilt, please visit the official website. To download Quilted Fabric API, please visit the official CurseForge or Modrinth page.

  • If Quilt is installed on your Minecraft Java copy, you can download Requiem from CurseForge, Github Releases, or Modrinth. After that, copy the jar file obtained, as well as the Quilted Fabric API jar file in the mods folder located in you Minecraft installation or your Server's Mods folder. Please make sure to have the latest version, as we will not accept issues regarding older versions.

  • Once the previous steps have been completed, boot up your game, and upon your first death, Requiem will ask you whether you'd like to enable the modified death system or not through an interactive dialogue. Be careful, because after choosing, the dialogue won't be prompted a second time, and you will have to use a special item to change that.

For developers

If you wish to develop compatibility features for Requiem, binaries are available both on the Ladysnake Maven. You can get it in your workspace with just a few lines in your Gradle buildscript (build.gradle file) :

repositories {
    maven {
        name = 'Ladysnake Mods'
        url = 'https://maven.ladysnake.org/releases'
        content {
            includeGroup 'io.github.ladysnake'
            includeGroupByRegex '(dev|io\\.github)\\.onyxstudios.*'
            includeGroupByRegex 'dev\\.emi.*'
        }
    }
    maven {
        name = 'Nexus OSS Repository'
        url = 'https://oss.sonatype.org/content/repositories/snapshots'
    }
    maven {
        url = 'https://maven.jamieswhiteshirt.com/libs-release/'
        content {
            includeGroup 'com.jamieswhiteshirt'
        }
    }
}

dependencies {
    modImplementation "io.github.ladysnake:requiem-api:${requiem_version}"
    modRuntimeOnly "io.github.ladysnake:requiem-core:${requiem_version}"
    modRuntimeOnly "io.github.ladysnake:requiem:${requiem_version}"
}

You can then add the mod version to your gradle.properties file :

# Requiem mod
requiem_version = 2.x.y

requiem's People

Contributors

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requiem's Issues

Cannot Possess Undead Horses

Not sure whether intentional or a bug, but you can't possess undead horses, despite the mod saying any undead mob is possessable.

Boat Interaction Issues

While possessing a mob, going near boats sometimes will not put the possessed mob into the boat, but the game will register it as being there. Mobs will attack the position it should've entered the boat, and upon death the game either crash or glitch the player into one spot, unable to move.

Item hotbar gone missing after being a ghost on another world? FIX

I was testing out the soul form mechanic on another world, went through one zombie, two skeletons and exited the world as a soul. I loaded up my actual world and my item hotbar is gone! Not the xp, health, or hunger bars; or my inventory for that matter. Just my item bar. I tried changing the GUI scale, gamemodes, and my resource packs. No change.

BUT, for future reference fellow players: a quick restart of the game fixes it. Just exit and use the launcher.

Immunity to all damage after dying as a possessed mob, repossessing, then becoming human again

So I have a massive tower about 300-400 blocks tall/deep with a giant pit that used to be in the middle of it (I built stuff in it and over it aka. the tower and portal stuff.) and I had some issues with falling. I fell a number of times and had to build back up every time like... 50 so blocks, but I'd get pushed off my nerd pole every once in a while and I compulsively switched on creative mode and forgot every time (It's a convenience thing, I hate walking super far to get items) and my possessed mob dies (doesn't matter which kind, although I've only done this in zombies so far I think). The bug started with zombies not doing any damage, and I just started a betweenlands game just to see what it's like and I got attacked and died and I couldn't possess anything (no undead nearby) after that NOTHING will give me damage. Not poison, drowning, falling, mobs, arrows. Nothing... and so I uninstalled Dissolution temporarily to see if I could fix it (I got back to humanity by forcing a weak soul btw) But it didn't fix anything. Now I just lack an awesome mod, and retain the problems I think it caused. This is the only mod I can think of that I installed before the problems started occurring.
Thanks, great mod, bit buggy.

[feature request] please add info overlays to each item

Please add info overlays to each item, so that if you're looking at an item in-game, such as "Soul Extractor" for example, you would have a clue as to what it does and how it works. As it stands, on my server, people will look at it, not know what it does and never make one.

Ghosts look like regular players [1.11.2]

In latest 1.11 version for the mod.
Player API and Render Player API are not present.
Optifine, BetterFPS, and Foamfix are clientside, whilst BetterFPS, Foamfix and Surge are serverside (no sponge)

I:spawnLamentStonesFreq=-1 doesn't prevent Lament Stones

I set this in my config, and Lament Stones still spawn in the world, at quite a high frequency.

worldgen {
    # A Lament Stone has a 1 in N chances to spawn in a given chunk (the higher the number here, the less stones). -1 to disable.
    I:spawnLamentStonesFreq=-1
}

Add an introductory gui to inform new players

Make a gui that briefs players on what changes when they choose the revamped death system before prompting them with the dialogue. Could be triggered either by an item given on spawn or on first death.

Make scythes not use durability when cutting grass

I poked through the Git a bit to see how to implement wider sweeps with the ItemSword, and one thing that struck me was that rather than using per-player trackers for the scythe you were using a variable in a singleton class, so it seems to me that at any given time only one person can swing an iron scythe or lurking scythe, which kinda sounds a bit server-unfriendly. Maybe an update changed something, maybe you fixed it already, maybe I'm dumb and missed something, but just wanted to point that out. I'd fix up something but I'm already neck deep in my own projects, sorry ._. On the same note, it would be nice if scythes cut grass in an AoE fashion without using durability and leaves by using durability (since there's the extra, imaginary branches to cut through).

Crystallizer

---- Minecraft Crash Report ----

WARNING: coremods are present:
MovingWorldCoreMod (movingworld-1.12-4.340-full.jar)
MoreCommandsLoadingPlugin (MoreCommands-1.12-6.0.jar)
Contact their authors BEFORE contacting forge

// I feel sad now :(

Time: 8/10/17 9:52 AM
Description: Ticking block entity

java.lang.NullPointerException: Ticking block entity
at ladysnake.dissolution.common.tileentities.TileEntityCrystallizer.canSmelt(TileEntityCrystallizer.java:328)
at ladysnake.dissolution.common.tileentities.TileEntityCrystallizer.func_73660_a(TileEntityCrystallizer.java:242)
at net.minecraft.world.World.func_72939_s(World.java:1807)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:614)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:761)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:391)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:665)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:523)
at java.lang.Thread.run(Unknown Source)

A detailed walkthrough of the error, its code path and all known details is as follows:

-- Head --
Thread: Server thread
Stacktrace:
at ladysnake.dissolution.common.tileentities.TileEntityCrystallizer.canSmelt(TileEntityCrystallizer.java:328)
at ladysnake.dissolution.common.tileentities.TileEntityCrystallizer.func_73660_a(TileEntityCrystallizer.java:242)

-- Block entity being ticked --
Details:
Name: minecraft:dissolutiontileentitycrystallizer // ladysnake.dissolution.common.tileentities.TileEntityCrystallizer
Block type: ID #296 (tile.crystallizer // ladysnake.dissolution.common.blocks.BlockCrystallizer)
Block data value: 11 / 0xB / 0b1011
Block location: World: (-886,64,3128), Chunk: (at 10,4,8 in -56,195; contains blocks -896,0,3120 to -881,255,3135), Region: (-2,6; contains chunks -64,192 to -33,223, blocks -1024,0,3072 to -513,255,3583)
Actual block type: ID #296 (tile.crystallizer // ladysnake.dissolution.common.blocks.BlockCrystallizer)
Actual block data value: 11 / 0xB / 0b1011
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:1807)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:614)

-- Affected level --
Details:
Level name: world
All players: 1 total; [EntityPlayerMP['Gromyown'/353, l='world', x=-883.57, y=64.00, z=3128.39]]
Chunk stats: ServerChunkCache: 733 Drop: 0
Level seed: 3639922731245417344
Level generator: ID 00 - default, ver 1. Features enabled: true
Level generator options:
Level spawn location: World: (152,64,256), Chunk: (at 8,4,0 in 9,16; contains blocks 144,0,256 to 159,255,271), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 115110240 game time, 1249217 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 153903 (now: false), thunder time: 36955 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:761)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:391)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:665)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:523)
at java.lang.Thread.run(Unknown Source)

-- System Details --
Details:
Minecraft Version: 1.12
Operating System: Windows 10 (amd64) version 10.0
Java Version: 1.8.0_144, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 1443195112 bytes (1376 MB) / 2383413248 bytes (2273 MB) up to 2863661056 bytes (2731 MB)
JVM Flags: 2 total; -Xms2G -Xmx3G
IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 95
FML: MCP 9.40 Powered by Forge 14.21.1.2443 18 mods loaded, 18 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHIJAAAA minecraft{1.12} [Minecraft] (minecraft.jar)
UCHIJAAAA mcp{9.19} [Minecraft Coder Pack] (minecraft.jar)
UCHIJAAAA FML{8.0.99.99} [Forge Mod Loader] (forge-1.12-14.21.1.2443-universal.jar)
UCHIJAAAA forge{14.21.1.2443} [Minecraft Forge] (forge-1.12-14.21.1.2443-universal.jar)
UCHIJAAAA com.elytradev.movingworld.common.asm.coremod{} [MovingWorld CORE] (minecraft.jar)
UCHIJAAAA dailies{1.12-6} [Bailey's Dailies] (Baileys-Dailies-Mod-1.12.jar)
UCHIJAAAA biomesoplenty{7.0.0.2291} [Biomes O' Plenty] (BiomesOPlenty-1.12-7.0.0.2291-universal.jar)
UCHIJAAAA movingworld{1.12-4.340} [Moving World] (movingworld-1.12-4.340-full.jar)
UCHIJAAAA davincisvessels{@DVESSELSVER@} [Davinci's Vessels] (davincisvessels-1.12-5.335-full.jar)
UCHIJAAAA dissolution{0.4.2.3} [Dissolution] (dissolution-0.4.2.3.jar)
UCHIJAAAA dldungeonsjdg{1.9.3} [Doomlike Dungeons] (DoomlikeDungeons-1.9.3-MC1.12.jar)
UCHIJAAAA journeymap{1.12-5.4.9} [JourneyMap] (journeymap-1.12-5.4.9.jar)
UCHIJAAAA jaff{1.7_for_1.12} [Just a Few Fish] (JustAFewFish-1.7_for_1.12.jar)
UCHIJAAAA mrnobody_morecommands{5.0} [MoreCommands] (MoreCommands-1.12-6.0.jar)
UCHIJAAAA musiccraft{3.2.3} [MusicCraft] (MusicCraft-3.2.3.jar)
UCHIJAAAA reptilemod{3.8.2} [Reptile Mod] (Reptile-1.12.jar)
UCHIJAAAA simplesponge{3.5} [Simple Sponge] (Simple-Sponge-1.12.jar)
UCHIJAAAA toroquest{1.11.2-5.1} [ToroQuest] (Toroquest-1.12.jar)
Loaded coremods (and transformers):
MovingWorldCoreMod (movingworld-1.12-4.340-full.jar)

MoreCommandsLoadingPlugin (MoreCommands-1.12-6.0.jar)
com.mrnobody.morecommands.asm.transform.TransformBlockRailBase
com.mrnobody.morecommands.asm.transform.TransformForgeHooks
com.mrnobody.morecommands.asm.transform.TransformItemStack
com.mrnobody.morecommands.asm.transform.TransformStyle
Profiler Position: N/A (disabled)
Player Count: 1 / 20; [EntityPlayerMP['Gromyown'/353, l='world', x=-883.57, y=64.00, z=3128.39]]
Is Modded: Definitely; Server brand changed to 'fml,forge'
Type: Dedicated Server (map_server.txt)

Mobs Don't Move Arms When Attacking

Simple problem, skeletons don't hold their arms up when shooting a bow or meleeing, and zombies don't move their arms when attacking either.

Retrocompatibility issue with old worlds

I was testing the mod, and tried some stuff in a creative world.
I was looking to the ground and killed myself with a command, the game crashed and the logs relate the issue with waila (hwyla fork).

latest.log

Also, I have a question about the inventory. When I die and go to 0,0 to respawn, the corpse dissapear and all the inventory is gone. Is there a way to keep the corpse so I can go back to it and retrieve the items after I have respawned in 0,0? If it is, it can be locked so only corpse owner can retrieve the items?

Odd issue with Sync mod

I know that getting this to work with mods is wish list tier at best, but for some reason when using the Sync mod you turn into a soul when syncing to a body in the constructor, but reviving into a body in storage works perfectly fine.

[Suggestion] More Soul Types

Pyrofab and Cobra, I would like to give you both some suggestions if possible on some soul types and some possible interactions for them.

Shattered Soul [moderate core]: I'm making a modpack and in it's lore the player has a "Shattered Soul" meaning it can't easily tether them to a corporeal place due to a particularly devastating occurence that happened to them in a previous world. Where a vanilla soul would reincarnate in a bed with a body and all and keep going the shattered soul players are meant to keep getting kicked out of the overworld/corporeal dimensions and back to the "void" where it's urged to rest and heal. (in otherwords give up and just stay there and rest for a short eternity until they get their normal soul back in a later life)
So i was thinking a shattered soul could do just that. In a config a dimension ID could be added and every time the player is killed they could thrown to a dimension of the pack makers choosing and respawned there. With the possibility of it being a random location or a set location (spawn or a structure coded to spawn in said place located via coordinates) with maybe some set debuffs or less health etc.

Forged Soul/Alchemist [Semi-hardcore]: A soul type where the player can create fabricated bodies with some intricate crafting, either of a mechanical or biological nature. This allows them to possess the artificial bodies and continue on with the effects of the body in place. The bodies would cost experience and some physical resources and would act like the shells in the mod "Intangible" which the player could switch to and they have separate inventories... they could also be destroyed manually with a bit of time as they were just stationary player models that got your skin etc once possessed. In this mods case, being a death based soul switch the bodies could be pre outfitted with gear in case of emergency or placed in locations nearby so the dieing player can quickly respawn and zerg rush stuff.

Deal with the Devil [Semi-hardcore]: The player can find or create certain respawn shrines of a dark nature. Every time you die a dark spirit approaches you rapidly and asks you to pay up each time you want to revive. Which can be a physical item put into a special gui slot of some kind to be used after dead, or an xp cost or both. Upon paying up the spirit laughs and subtracts the cost and goes poof before allowing you to be teleported to any of your active dark shrines. If on the occasion you die and can't pay up, the spirit instead laughs and reaps you completely dead and you're game over. Rest in pepperinos.

Horcrux [PvP or defense game oriented]: A death type that respawns you like normal at special shrine locations that you select manually after a time delay, while respawning you can spectate but can't interact at all. You are tethered to a special item that must be hidden and kept existing at all times in special containers otherwise you're vulnerable to total destruction (game over). More of these items can be created but they cause more risk. As there are small debuffs for each horcrux you use up to a maximum allowed, and losing one will inflict massive debuffs on you and your respawn time and once the massive debuff goes away will leave stronger effects on you. Dieing without a horcrux placed down = dead.

[this one might go a little far]
Wight/Wraith [Teamwork/co-op based]: A player can set themselves as a wight or wraith. This means that they must possess themselves with another player or entity to exist. While outside of a body or entity they will slowly decay (a breathe bar of sorts) and take damage over time when exhausted. However a wraith can have it's own inventory in wraith form and within the entity it controls. Allowing it to do special maneuvers like jumping out of the entity's body to fight and help then re-enter etc. On death they're merely ejected back to wraith form and the body collapses.
Wraiths can also exist within the range of special beacons or altars that can be placed down allowing them to exist without slowly disappearing. While in wraith form they can do everything a spirit can do but aren't invulnerable, instead taking partial damage cause of their ethereal form but take bonus damage from magic.
When within spawn range of a wraith player other kinds of player body's will not be decayed and can be resurrected by the wraith allowing the player to resume without having to face their respective death penalties. Entities also once touched by the wraith will have this mechanic aswell but for less time allowing you to possibly jump between and keep pets and other follower type mobs alive. Rezzing costs some health and experience however.
In the case of entities who are not players they will assume control on the entity until left by the wraith. If with another player the two can toggle control of the body but if not wanted the wraith can be ejected by the controlled one and stopped from possessing again in the case of abuse of control/teamwork/hijacking shenanigans.

Ok, done for now. I think I got carried away. >_>

Suggestion:Betweenlands mod

No undead in the Betweenlands are able to be possessed. I dont know if it would work well as they dont operate similarly to player models at all.
Also external food [Human flesh for example] instantly decays if brought there and there is no way to get any inside the dimension itself. can be tricky if you forgot where the portal back to the overworld is. Perhaps could do something with the life crystals and the animator for returning to life?

p.s. Entering the spectre dimension from Randomthings mod leaves you completely stranded as a spirit. any mob you were controlling vanishes and you cant click to exit the box.[Edit incase anyone else has the spectre trapping problem. Just add "randomthings:spectrecore" to the list of allowed blocks for ghost so you can right click out of the dimension atleast.but youll need to exit and re-enter the world as all blocks might be unseeable and some other weird effects before possessing a mob.]

Suggestions about possession

Just a quick thought, maybe when you have XP left while possessing something its AI gets turned off until either you leave its body or run out of XP from the ghost drain. Also, if you ever get around to implementing hostile mob possession you could make it so that using mobs' abilities/attacks requires you to still have XP as well. For example, if you have XP and possess a skeleton you can fire its bow(assuming it has one) but no XP means you can't anymore. The general reasoning behind it is that if you can still remember your life, your will would be stronger, thus allowing greater control over things you possess.

Possessing Mob Attacking Causes Oddities

If you possess an undead who currently has a target, two oddities seem to occur. They are:

  • Stuck in the hostile arm pose.

  • The mob itself will attack the target it possessed on it's own.

1.12 - phantom items

dissolution-0.4.2.2.jar

In a test I ran, I had on a pair of diamond boots and a diamond helmet. When I returned to my body, it re-equipped those items for me, but it also left another set of them as items floating on the ground. I was unable to pick these items up again, so it was as if they weren't really there, but I could see them clearly.

[feature request] ingame information on certain blocks

I notice that the Soul Extractor has a JEI info tab, which is great, but would it be possible to get the same done for:

  1. Soul Anchor
  2. Mercury Candle
  3. Sulfur Candle

As I have no idea what these do and couldn't find these on the WIki either. Thank you for a great mod !

Suggestion: Reapers

If you have it set that you don't respawn in the Nether, a toggleable enemy that is only visible to those who are intangible should rarely spawn. If you get "killed" by these enemies, you are sent to the Nether (or whichever dimension you set in the config.)

A bunch of bugs I've written down

  • Incorrect sound upon blocking with shield while possessing a mob (Uses the possessed mob's damage sound, not the shield sound).

  • Items in off-hand rendered incorrectly while possesing any mob.

  • Player can still take damage while possessing a mob in Creative Mode, albiet the health bar is not shown.

  • Dying while possessing something in Creative mode crashes the game. For obvious reasons.

  • Possessed mobs fail to play attacking animation in Third Person.

  • Skeleton/Wither Skeletons block with a shield really awkwardly. Zombies block awkwardly, too, but to a lesser degree (No effect on gameplay, by the way. Just the Animations.)

  • Zombie villagers turn into regular zombies when possessed.

  • Helmet fails to break from sunlight damage while possessed (Repeatedly plays breaking sound).

  • Baby Zombies catch fire when possessed.

  • Skeletons can hit themselves when using a Bow.

  • Crouching while in Creative mode crashes the game (Dismounts the mob, which is not normally possible in Survival).

  • Camera vibrates when walking into a head-level block while possessing Wither.

  • Villagers don't run away from possessed Zombies.

  • Looking around quickly while possessing a mob lags the game slightly.

  • Eating/Drinking animation is REALLY fast for some reason while possessing a mob.

  • Villagers killed by a possessed zombie will not turn into a Zombie Villager.

  • Fire (While the player is on fire) will flicker while possessing a mob with Fire Resistance.

  • Leaving a world as a spirit will hide the hotbar upon joining another world where you're not dead.

  • Getting purified will sometimes gets the player stuck in the death animation. Fixes itself upon re-joining the game.

  • The Player isn't shown in the Inventory screen when possessing a Mob.

  • Potions will occasionally appear completley black in the Inventory while possessing mob (Maybe enchanted items too. Haven't tested that yet).

  • Unable to fly in creative mode while possessing a mob.

If any of these need clarity, I'll try to make it more clear.

Crash with Welcome to the jungle

That's all when I die I turn into a soul but the corpse never appear and I see all my items dropped (I have the option of keep inventory)

[Bug] Fire immunity is carried after respawn

With nether respawn on and everything else default, after returning to life I was immune to lava and fire damage without fire resistance effect. However mobs and fall damage still hurt me. I have yet to try this with any other config options.

(suggestion) enhanced scythes

while the iron scythe and the grand faux are all fine and dandy it'd be nice if there were other tiers ranging from wood to diamond (I'm probably being redundant here as it may already be in your to-do list) there could also be a bone scythe (possibly as an artifact rather then a craftable item) that is extremely effective at reaping souls (giving 2 souls for the price of 1) while being rather like the wooden scythe in durability and attack damage. another feature that scythes could have making them more useful beyond being a necromancer's choice weapon could be that they can effectively harvest crops (possibly in a large radius depending on the tier) and have a chance to double the output of said crops (again this chance is improved by the tier of the scythe)

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