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cs_beatsaber_camera2's Introduction

Camera2

Camera Plus rewritten from scratch with focus on a cleaner, more optimized code base

Please see The Wiki for details on how to properly use / configure Camera2

For a "Quickstart guide" that scratches on most of the things that Camera2 can do, see Fefelands Guide!

The Game version(s) specific releases are compatible with are mentioned in the Release title (Its obviously possible latest is not supported assuming its been released recently). If you need the plugin for an older version - Grab an older release that fits 🤯

You can always find the latest Download in the releases

Settings Screenshot

New features / improvements (Unless said otherwise, everything configurable per camera)

General

  • Support for Replays and FPFC / FPFC toggle out of the box
  • Decent performance improvements, especially on wall maps
  • FPS cap (And Global FPS limit when you dont have an HMD connected)
  • More options for toggling the visibility of things
    • Walls can be hidden entirely, not just be made transparent (Useful for side cams)
    • Walls can automagically be made visible if you happen to play a modded map
    • Hiding Floor(s), Notes, Particles and more
  • Every third person camera can follow or ignore the 360 world rotation, its not a special camera type any more

First person cameras

  • Position smoothing ignores the rotation applied by mod maps so that fast map rotations are actually watchable
  • "Force Upright" respects the map rotation, so if a map rotates you upside down your view will be upright in respect to the world rotation

Third person cameras

  • Can either be always visible / hidden or hidden just while playing
  • Ingame preview size customizable

Changes

General

  • The implementation of profiles has changed

Where as with Camera Plus you have profiles, and cameras associated to them, you now have scenes and can enable or disable any camera on a per-scene basis. Scenes are the menu, when in game, when watching a replay, etc. More details on scenes can be found HERE

Third person cameras

  • When moving third person cameras the preview gets bigger to give you an easier time positioning correctly.
  • Movement scripts
    • The format of movement scripts was changed to more correctly make it represent what it should be - a list of keyframes instead of a list of movements. Camera Plus movement scripts can still be used and will automatically be converted when you try to first use them
    • Map rotations (360 / Mod maps) are added onto the movement script to result in the combined movement
    • You can assign multiple movement scripts to a camera, Camera2 will then always pick a different one at random

Omitted features (For now™)

  • Multiplayer related features

cs_beatsaber_camera2's People

Contributors

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cs_beatsaber_camera2's Issues

Cant change Camera2 Settings

When I right click the screen with camera 2 it says the settings are in game but I can't find them. Is it possibly a bug or is it somewhere else?

Add Grabbers for placing cameras / Rotation Reset / "farZ"

Placing that camera was quite a pain in fpfc
Grabbers, such as those in Blender for example, would really help with placing straight facing cameras.
Also being able to reset the cameras rotation would help with straightening. Not even sure whether mine is straight because the config says "0" in the only rotations fields i can find.

image
image

Camera2 doesn't work on 1.14.0 fresh install

The plugin boots in game, I can go to the menu and start messing with the settings, but none of them do something. 1st pers, positionable, scenes ON, fov max, no changes in game, in menu, nowhere.

Smoothing is disabled (the game one), there are no other plugins except songcore. Tried multiple times, 0 success.

Dropped the beatsaber logs and Camera2 logs. Camera2 is useless and the Unity one doesn't point to an exact error or I'm missing something

Update the view in game when a camera configuration file has been updated

Not everything in that's in the camera configuration file can be easily or precisely changed, for that I normally change the JSON file in the UserData folder.

Currently, when I update a configuration file in the UserData, I have to restart the game in order for it to update. I would like that the view updates when I update one of the camera's configuration files so I can see the changes that I made instantly.

This would make it easier to view changes to a Positionable camera.

Ways to create movement scripts?

What is the best way to create a movement script? I've never created one and want to learn. Is modifying the .json file the only way to make one?

How to reset cameras to default

Hello ,
How to set the default camera because now I have a very small screen and the rest and black very little watchable.

Steamlink support

Hello
On my setup, the viewers watch via Steamlink on my Android Smart TV. However, the mod only affects the window on the PC screen. The image that is transmitted via Steamlink to my TV does not seem to be affected by the mod at all.
Is there possibly any settings that I need to set on the PC in Steam or on the Steamlink client?

switch cameras with button

i'm working to do a multiple camera setup for videos, the current way i'm doing it is by setting 4 cameras, and putting them in 1/4 of the screen, then capturing the image in obs and then switching to scenes wich are displaying the image in fullscreen, the only problem is that the resolution of the image is bad.
my idea is that u can switch cameras by binding a key on the controller or maybe by a fixed or random ammount of time

lockable camera screen position

The screen position of secondary cameras should be locked while not in config menu, or there should be a lock screen position toggle button.
It happens very often, that you accidentally move the screen while in FPFC mode and there is no way to move it back without using the VR mode of the game.

Better handling of invalid camera JSON

When a camera config file contains invalid JSON (for example due to a typo), camera2 will render a "positionable" camera panel at origin, except it's flat dark grey and can't actually be moved. This panel shows in every scene and is irremovable, even if you remove the broken config file and press ctrl+shift+f1. You need to restart the game to get rid of it.

This was a bit of a chore to diagnose, especially since the typo was very hard to see (; instead of :). It would be nicer if invalid cameras were ignored, possibly with an alert message. They should also reload properly.

Cameras not changing for scenes they're enabled in

At the moment I have two different cameras, a menu cam which is enabled in menu and multiplayerMenu scenes.
I have a second camera play cam which is enabled in all other scenes except for the menu scenes.

The issue is that menu cam is being used in every scene, it doesn't switch when entering a new scene. Is this how it's supposed to behave?

Visibility toggle to hide World cameras from rendering

Hey there. I'm the same person who talked to you on Discord recently about having a visibleObjects setting for hiding (visible) cameras from other cameras (that would still be great, though not super important since you can just hide the cameras entirely).

What you can't do anything about, though, is EnhancedStreamChat, when that mod is present. You have an avatar setting in visibleObjects. Would it likewise be possible to integrate EnhancedStreamChat, or just to make it be covered by the UI setting? Thanks!

Positionable camera settings not saving from inside a map

If you enter a map, pause and change the camera position/angle, those changes will only persist for as long as you're in that map. They'll revert when going back to the menu and entering other maps/replays.
Edit: this was in v0.3.6. Disregard if it's already fixed in the current version.

unlinked dynamic/static lights

I would like a function to only have dynamic lights enabled on the desktop view, whilst playing on static lights. I guess the same could be useful for cut particles and debris

Camera moves to a position beside me when I start playing.

I've made a camera, positioned it behind me, and set it to be active in all scenes. But when I start playing a song, it moves to a position beside me, forcing me to pause and move it manually. It always resets to this same position when I start a map, and moving it in the map doesn't effect the position I wanted when I go back to the menu.
I'm using the latest version of the mod, and I'm playing BS on steam with the Quest 2 through Oculus Link if it's important.

Am I doing something wrong or is this a bug?

Game freeze during exit with pop up notification

Please describe in detail what issue you encounter and potentially why you think it is a bug and not expected behaviour.

When the game exits (pressing the in-game menu's quit button), Camera2 will halt the game's shutdown until its notification box is closed on the desktop.
The notification box that I'm referencing is the one that pops up when you right click the game window and it tells you to use the in-game setup.

Camera2.zip

Window mode issue with Counters+

Looks like Camera2 is conflicting in some way with Counters+ since this isn't happening with CameraPlus. But the issue seems hard to track, as it wasn't happening with ONLY core mods, Counters+ and Camera2 installed. But it happened as soon as I installed back Counters+ while I was also using Camera2 and other mods.

Basically, every time you launch the game, the game is launched in windowed mode, no matter what's your game options. Fullscreen is always toggled back to off every time you relaunch the game.

Since this seems to be a relatively complex issue, I attached logs before/after this happened.

Before: the game was fresh the previous launch, now I install mods and launch the game. It wasn't happening.
After: relaunch the game, now it is in windowed mode.

_latest_before.log
_latest_after.log

Edit: Nevermind, it seems to happens also with CameraPlus.

Broken Bloom Pre-Pass when Map features Cinema video

Hello!

I was just recording some songs on Beat Saber with Streamlabs OBS and notices after that every map I play has a CRAZY amount of fog that blocks about 80% of the lighting. This can be on maps with Mapping Extensions or even just regular ol' maps.

Here's a screenshot example of a significant point in the "Madeon - The Prince" map where all of the lights go technicolor and fill the screen. You can see that there is almost a white mist covering the entirety of the screen.
image

I tried a few more times on different songs and came out with the same result:
image
image

I don't know if this is a bug related to Camera2 or if it's from another plugin, I will attach my configs and my BSIPA log so you know what mods are running!

Camera2 Configs: Camera2.zip
latest.log: _latest.log

All of these mas did have cinema enabled on it and I didn't try to do maps without it yet. I may update this post if I try another one later!

Thanks!

Add an example of MovementScript

Hey,
I'm trying to create a movement script, and I've been looking into it, but it's just not working. I'm also just using replays and fpfc, but I don't think it should be the problem. Let me attach you my movement script, and the camera using it.

zoomincam.json
{ "visibleObjects": { "Walls": "Visible", "Debris": true, "UI": false, "Avatar": true, "Floor": true, "CutParticles": true, "Notes": "Visible" }, "type": "Positionable", "worldCamVisibility": "HiddenWhilePlaying", "previewScreenSize": 2.0, "FOV": 70.0, "layer": 5, "antiAliasing": 2, "renderScale": 1.3, "viewRect": { "x": 0.0, "y": 0.0, "width": -1.0, "height": -1.0 }, "FPSLimiter": { "fpsLimit": 240 }, "ModmapExtensions": { "moveWithMap": true, "autoOpaqueWalls": true, "autoHideHUD": false }, "Follow360": { "enabled": false, "smoothing": 10.0 }, "targetPos": { "x": 0.0, "y": 5.0, "z": 0.0 }, "targetRot": { "x": 0.0, "y": 0.0, "z": 0.0 }, "MovementScript": { "scriptList": [ "zoomin" ], "fromOrigin": true, "enableInMenu": true } }

zoomin.json (Movement Script)
{ "syncToSong": false, "loop": true, "Frames": [ { "position": { "x": 0, "y": 5, "z": -1 }, "rotation": { "x": 0.0, "y": 0.0, "z": 0.0 }, "duration": 5, "holdTime": 1 }, { "position": { "x": 0, "y": 0.2, "z": -1 }, "rotation": { "x": 0.0, "y": 0.0, "z": 0.0 }, "duration": 5, "holdTime": 1 } ] }

Some logs too:
_latest_camera.log
_latest.log

Also, when a scene is configured to show a camera with a movement script, does the movement script start over, or does the movement start when the song starts playing, and when switching the scene, the movement is in the middle?

fitToCanvas option missing

When my friend uses Camera2, the window is stuck in the bottom left corner. In the previous camera mod "CameraPlus", this was fixed using a setting called "fitToCanvas". However, this setting is apparent no where we can find (checked in game settings, checked the configs, can't edit the .dll, checked every folder in Beat Saber). This makes streaming to discord an extreme issue. I have no clue if this is a bug, if we're missing something, or if the feature was renamed/changed. Either way this problem is extremely inhibiting the use of this mod and we would appreciate some input related to changing the camera size in the Beat Saber application (all we currently see is a small window in the bottom left and a black background behind it.

Config file is attached.

Static_Thirdperson.zip

camera2 makes scoresaber's frame renderer's camera look at the ground or something

turn on scoresaber's frame renderer in the scoresaber config, and set where you want your frames to be in. then play a replay (the replay will seem slow), and look at the frames. the frames will have nothing on them because it's looking at the ground or something? without camera2 scoresaber's camera is at the player's headset and the frames show what's happening in game

what it should show: 00300

what it shows with camera2: 00300

Camera2.zip

Movement scripts: Multiple movement scripts dont work. Just replays the first one over and over.

I followed the instructions for multiple movement scripts, it only plays the first over and over again.

The bottom of the camera file is like this:

"targetPos": {
"x": -0.0082,
"y": 2.0081,
"z": 1.0831
},
"targetRot": {
"x": 11.1526,
"y": 9.0985,
"z": 21.161
},
"MovementScript": {
"scriptList": [
"i_1",
"a_01",
"a_01r",
"a_02",
"a_02r",
"x_01",
"x_01r",
"a_03",
"a_03r"
],
"fromOrigin": true,
"enableInMenu": true
}
}

Wall in replays

Whenever im watching a replay, a wall shows up in the middle of my avatar, thus failing the level. sometimes it doesnt fail the level.
image_2021-07-04_221628, such as shown here.
here is my config:
{
"visibleObjects": {
"Walls": "Visible",
"Debris": true,
"UI": true,
"Avatar": "Visible",
"Floor": true,
"CutParticles": true,
"Notes": "Visible"
},
"type": "FirstPerson",
"FOV": 101.729996,
"layer": 1,
"antiAliasing": 2,
"renderScale": 1.3,
"orthographic": false,
"farZ": 1000.0,
"viewRect": {
"x": 0.0,
"y": 0.0,
"width": -1.0,
"height": -1.0
},
"Multiplayer": {
"followSpectatorPlattform": true
},
"Smoothfollow": {
"position": 10.0,
"rotation": 5.0,
"forceUpright": false,
"followReplayPosition": true,
"pivotingOffset": true
},
"ModmapExtensions": {
"autoOpaqueWalls": true,
"autoHideHUD": true
},
"FPSLimiter": {
"fpsLimit": 0
},
"targetPos": {
"x": 0.0,
"y": 0.0,
"z": 0.0
},
"targetRot": {
"x": 0.0,
"y": 0.0,
"z": 0.0
}
}

Frame drops every few seconds with a low fps limit

I found that when the monitor is on 60hz and the camera2 fps limit is on 0 for vsync or 60 it has stutters every few seconds. However if I set the fps limit to 120 it reduces the stutters and if I increase it to 180 or 240 it further reduces the stutters. It shows up in recordings but the framerate and frametime graphs both are solid and never show any signs of lag whatsoever. As a note I set my 144hz monitor to 60hz for the recording and checking the graphs.

Camera2Config.zip

Mod breaking some replays

So basicly:
On some maps, it seems like the replay gets comepletly broken, just the "camera" stuck to the ground, but i'm not completly sure if it's an Camera2 Bug, or more a Scoresaber Bug for replays. I also tried it with FPFC (Headset plugged in, and out individually) and without FPFC.

I can provide if needed a video of the issue.

(Uploading the config file, in case i did something funny)
Camera2.zip

incremental cam adjustment in game

It's near impossible to get precise 3rd person angles by trying to adjust them with dragging the handle. I always find myself rather just editing the json file and rebooting than bothering with the in-game positioning.
I think some kind of numeric input or just incremental adjusting via arrow buttons for at least the rotation would be convenient.
Edit: referring to v0.3.6. Since I didn't see any mention of it in the recent version change logs, I assume this feature is not in the mod yet. If it is, please disregard.

FPFC toggle enabled in SiraUtil results in camera stuck in floor when testing a map using fpfc

When FPFC is enabled in the launch options and FPFC toggle is enabled in SitaUtil.json, the camera will be stuck in floor when testing a map.

This bug is only present in the latest version of Camera2.

Config: Camera2.zip

Steps to reproduce:

  1. Update Camera2 to the latest version
  2. Make sure FPFCToggle is set to enabled in SiraUtil.json
  3. Launch the game with FPFC in launch options
  4. Hop into any map
  5. Enjoy being stuck in the floor
  6. Roll back to the previous Camera2 version
  7. Enjoy being unstuck

An option of smoothly transition in the movement script like CameraPlus.

I know that there are existing options, Linear or Eased, but the option of Eased is the movement like an arch, if my perception is correct. Would you like to add the option of smoothly changing the movement speed like the "EaseTransition" in CameraPlus?
I'd love to use elegant scripts!

Post processing shaders

I'll experiment around with adding post processing shaders that can be enabled like DOF, Chromatic aberration etc.

Feature: Reload movement JSON on EOF.

Not sure whether this should be a new variable or just hard coded in...

At the moment, It's pretty tough to plan out a sequence of movement keyframes. One has to basically put in new keyframes, with numbers, save and then reload the game for movement script to be reloaded. Or put on the VR headset, switch to a different camera, and then switch back, both of which require time and effort.

A much simpler solution would be if, upon the mod reaching the end of the movement script, before restarting, it would unload the file and then reload it. This would mean simply saving the scene in notepad++ would lead to the new movements being loaded automatically.

If the user has set the movement camera to be the main one shown in the desktop window, this would be an incredibly efficient way of testing positions and transitions, as it would just reload the file and show the new movement keyframes.

Thirdperson cameras dont follow the player while spectating in Multiplayer

Hello,

I have a First person camera setup for the menu and the multiplayermenu.
i have a 3rd person camera setup for the scenes Playing, Playing360, PlayingModmap, Playingmulti, replay and FPFC.

Issue

And when i'm in multiplayer it works great untill i die and the 3rd person camera isnt behind the player anymore.
instead its stairing into the void. it also doesnt move with me when i spectate different players.

expected behaviour.
If i die in multiplayer, that the 3rd person camera would move with the player to the plateau where i would spawn wehen i die, and when i spectate a different player that it also follows me.

I tryed to add a zip with the config but did not know how to do that.

Occasional game crashes when trying to view a replay

Occasionally when trying to view a replay the game will hard cash. The Stacktrace points to Scoresaber but it might be related to me disabling the replay camera?

Stack:

========== OUTPUTTING STACK TRACE ==================

0x00007FFBC298B12B (UnityPlayer) UnityMain
0x00007FFBC298981D (UnityPlayer) UnityMain
0x00007FFBC292C4A4 (UnityPlayer) UnityMain
0x00007FFBC2A31EEE (UnityPlayer) UnityMain
0x0000020E49C5793A (Mono JIT Code) (wrapper managed-to-native) UnityEngine.Resources:FindObjectsOfTypeAll (System.Type)
0x0000020E49C57823 (Mono JIT Code) UnityEngine.Resources:FindObjectsOfTypeAll<T_REF> ()
0x0000020FE150BC03 (Mono JIT Code) ScoreSaber.ReplayPlayer/#=zfWmBBe7Up5pU8$MOOkyj_aI=/#=zeZWG$G0Vatxi6L4chHSiveM=:MoveNext ()
0x0000020D92C3E222 (Mono JIT Code) System.Runtime.CompilerServices.AsyncMethodBuilderCore/MoveNextRunner:InvokeMoveNext (object)
0x0000020D90A11336 (Mono JIT Code) System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
0x0000020D90A10C0B (Mono JIT Code) System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
0x0000020D92C3E0DB (Mono JIT Code) System.Runtime.CompilerServices.AsyncMethodBuilderCore/MoveNextRunner:Run ()
0x0000020D92C3D6A5 (Mono JIT Code) System.Threading.Tasks.AwaitTaskContinuation:RunOrScheduleAction (System.Action,bool,System.Threading.Tasks.Task&)
0x0000020D91677BAB (Mono JIT Code) System.Threading.Tasks.Task:FinishContinuations ()
0x0000020D916769B3 (Mono JIT Code) System.Threading.Tasks.Task:FinishStageThree ()
0x0000020D93170CEB (Mono JIT Code) System.Threading.Tasks.Task`1<System.Threading.Tasks.VoidTaskResult>:TrySetResult (System.Threading.Tasks.VoidTaskResult)
0x0000020D9317148B (Mono JIT Code) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1<System.Threading.Tasks.VoidTaskResult>:SetResult (System.Threading.Tasks.VoidTaskResult)
0x0000020D93171383 (Mono JIT Code) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1<System.Threading.Tasks.VoidTaskResult>:SetResult (System.Threading.Tasks.Task`1<System.Threading.Tasks.VoidTaskResult>)
0x0000020D9317124B (Mono JIT Code) System.Runtime.CompilerServices.AsyncTaskMethodBuilder:SetResult ()
0x0000020FE150D88B (Mono JIT Code) ScoreSaber.ReplayPlayer/#=zEfVaR1zpCvBvmrRC7g==:MoveNext ()
0x0000020D92C3E222 (Mono JIT Code) System.Runtime.CompilerServices.AsyncMethodBuilderCore/MoveNextRunner:InvokeMoveNext (object)
0x0000020D90A11336 (Mono JIT Code) System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
0x0000020D90A10C0B (Mono JIT Code) System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
0x0000020D92C3E0DB (Mono JIT Code) System.Runtime.CompilerServices.AsyncMethodBuilderCore/MoveNextRunner:Run ()

[Feature Request] Equirectangular (360deg) output

Equirectangular projection output would allow for recording or streaming equirectangular video source which allows for viewers on the web to pan around with their mouse or by tilting their phone, or by using a VR headset like Cardboard or the YouTube VR app.

Examples of using this can be for streaming a 3rd person view of your playthrough where your live viewers can look around and change their angle (YouTube supports equirectangular streaming), or sharing clips and replays to your audience, family, or friends where they can rotate their phone to look around in the VR space.

Disable environment from a camera

It would be great to add the possibility to disable the environment from a camera, this would help a lot with transparent cameras because the background environment often gets in the way.

First-person camera position/rotation offset

One pretty critical feature that I've missed when going from CameraPlus to Camera2 is the ability to change the positional and rotational offset relative to the HMD center. This is particularly bad for me because I tend to rotate my HMD upwards unintentionally on more strenuous maps, leading to an uncomfortable viewing experience.

I've tried looking all over the wiki and config files and I can't seem to find anything — I don't think this would be too hard to implement, though.

Can not click play

When I load up the game and I select a song it wont play Ive made sure its this mod please help me figure this out. Thank you.

Unable to fine tune calibration from desktop

As camera2 is about to replace cam+, which can be used for mixed reality setup, there are now missing some options.

It is practicly impossible to manually position the virtual camera with a controller from within the game, by trying to aim for the real camera.

When I try to adjust the values in the UserData/Camera2/Cameras/Main.json file, it doesn't reflect the changes on save (which cam+ was capable of).

Please add at least the feature to update the cam position on saving the file. Having the option to use an on screen menu would help as well, but (at least) I can live without an on screen menu.

Make sabers more visible during gameplay

Hello,

I, like many people, have recently made the jump from Camera Plus to Camera2. I'm really enjoying it so far due to its great performance and ability to change common settings in-game. However, there is one thing that's really bugging me about Camera2, and that is the fact that sabers are much harder to see in gameplay when compared to Camera Plus. I'm not sure why this is (maybe it's the FOV?), but when comparing stock Camera Plus with stock Camera2, you can't see nearly as much of the bottom of the saber especially when using Camera2. Is there any settings you'd recommend I tweak, and, if so, is there any way you can make this the new stock setting so those who are transitioning over from Camera Plus have an easier time?

Thank you in advance!

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