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Unicode routines (UTF8, UTF16, UTF32) and Base64: billions of characters per second using SSE2, AVX2, NEON, AVX-512, RISC-V Vector Extension, LoongArch64, POWER. Part of Node.js, WebKit/Safari, Ladybird, Chromium, Cloudflare Workers, Ghostty and Bun.

  • utf8
  • utf16
  • unicode
  • simd

:sparkles: Magical headers that make your C++ library accessible from JavaScript :rocket:

  • c-plus-plus
  • node-addon
  • asmjs
  • nodejs

Multiplayer top-down shooter made from scratch in C++. Web version: https://play.hypersomnia.io Made in 🇵🇱

  • game
  • free-software
  • top-down-shooter
  • shooter-game

Version 1.2. This is the source code to STUNTMAN - an open source STUN server and client code by john selbie. Compliant with the latest RFCs including 5389, 5769, and 5780. Also includes backwards compatibility for RFC 3489. Compiles on Linux, MacOS, BSD, Solaris, and Win32 with Cygwin. Windows binaries avaialble from www.stunprotocol.org.

Public/backup repository of the GROMACS molecular simulation toolkit. Please do not mine the metadata blindly; we use https://gitlab.com/gromacs/gromacs for code review and issue tracking.

A lightweight high performance tensor algebra framework for modern C++

  • tensors
  • tensor-contraction
  • multidimensional-arrays
  • simd

Fulldex: all your favourite Pokémon games in one launcher, in widescreen at 60 fps on PC, Mac, Steam Deck, Android, iPhone and Switch. DS: Black 2, White 2, Black, White, HeartGold, SoulSilver, Platinum, Diamond, Pearl. GBA: Emerald, Ruby, Sapphire, FireRed, LeafGreen, Ultra Violet. 3DS coming soon. RetroAchievements. Bring your own ROMs.

  • homebrew
  • nds
  • nintendo-switch
  • pokemon

Polygonal Surface Reconstruction from Point Clouds (C++ & Python)

  • surface-reconstruction
  • urban-modeling
  • urban-reconstruction
  • primitive-extraction

Blazing fast Apple Silicon inference engine optimized for Qwen & Nemotron. OpenAI + Anthropic API compatible. Built by folks from nace.ai

This repository contains a subset of pointers to solutions with editorials and notes to my trainees (ACM ICPC, OJs, IOI, POI, CEOI, JOI, etc). For IOI/OI, I organized what I found on the web from official solutions and materials.

This is an open source, all-in-one, static recompilation project that I built from the ground up for the Xbox 360 Gears of War series. All 4 games have been personally recompiled for use with a fully native renderer by me.

  • decomp
  • decompilation
  • pc
  • port