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That's really cool that you have it in one of the official repos! Sadly I'm an Ubuntu user myself so it might not be that straightforward to get as far as I know. Though I was able to easily build it from source. Some of these can come down to personal preference, but I'm a big fan of AppImages. If you would like to see an example of a Qt application may be turned into an AppImage. I have an example here: https://github.com/thebigG/Tasker/blob/main/.github/workflows/linux_build.yaml
I've recently made a small update to Heady, which is a C++ library and command-line tool used to create amalgamated single-header libraries from standard C++ source files. In the readme, I also describe how to prepare your source code for header amalgamation using four rules.
I've been working on my own interpreted language Grace (https://github.com/ryanjeffares/grace) using C++17. It's similar to Python and Ruby, but I intend on using reference counting as opposed to a garbage collector. Top priority now are classes, functions as first class objects, importing other files, native functions, and squeezing out some more performance - most operations are really fast but my function calls are a serious bottleneck, will need a refactor. It's my first lang after following Robert Nystrom's Crafting Interpreters and some other resources, been a tonne of fun!
I'm currently working on the documentation for Avendish (https://github.com/celtera/avendish) , my reflection-based system for automatically mapping C++ types defining media objects to various environments and platforms - Python, Max, PureData, etc.
I wrote a retro hardware, tile-based graphics conversion library a while back - chrgfx . It was my first decent-sized C++ project and looking at some the code now makes me wince, but it's pretty solid. I'd like to refactor it eventually. Any comments are certainly appreciated.
It's my first bigger C++ project (35k LOC so far) and my first try to run tensorflow models in C++ on the client side (required for the neural network powered chatbot). I use the gamedev library SFML which is perfect for 2D games and the Entity-Component-System library EnTT which helps me to stay out of the OOP and multiple inheritance jungle. The whole game is written in C++ except for the content (scenarios, ship types, A.I. commands, etc.) which is written and modifiable by using Lua (I used sol as a binding api) and JSON files.
It's my first bigger C++ project (35k LOC so far) and my first try to run tensorflow models in C++ on the client side (required for the neural network powered chatbot). I use the gamedev library SFML which is perfect for 2D games and the Entity-Component-System library EnTT which helps me to stay out of the OOP and multiple inheritance jungle. The whole game is written in C++ except for the content (scenarios, ship types, A.I. commands, etc.) which is written and modifiable by using Lua (I used sol as a binding api) and JSON files.
The client and communication is all open source.
This is one of the incantantions I am using (taken from here):
Stencil A code generator much like Thrift/Protobuf except the templates are easy to write and highly pluggable and fully customizable
MuZero-CPP The first and only (AFAIK) full C++ implementation of MuZero.
Jinx is a scripting language specifically written for game development, and is written in modern C++. The syntax is clean and readable, looking a bit like pseudo-code or natural language phrases, thanks to functions with highly flexible syntax. Scripts are designed to operate asynchronously by default, ideal for attaching to game objects as long-lasting behaviors. I originally wrote it for my own engine and game, and then released it as open source.
Giada is a minimalistic, live-oriented DAW designed for DJs, live performers and electronic musicians we are currently working on. Written 100% in C++ (C++17 at the moment, C++20 on its way), free and open-source'd on GitHub.
RESTC++ - Micro web framework with modern C++
Github
After a lot of moderately annoyed testing, I discovered that the AMD OpenCL implementation is.. rather dumb. If any two kernels share any arguments arguments, it inserts a command barrier between the two, hard-stalling the GPU. After filing a bug, it turns out this is wontfix as well, which is doubly bad. There's no set of flags in OpenCL that you can use to fix this either
SimpleTest: a very easy-to-use framework for basic unit testing tasks.
types-clang: Type Information for Clang Python Bindings