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SkyrimSETest

A collection of modifications, enhancements, and reverse engineered resources for Skyrim: Special Edition

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skyrimsetest's Issues

Change keyboard shortcuts

This is a suggestion for a feature, can this be implemented later? It would be incredibly useful to be able to change the keyboard shortcuts, even if it's just by a .ini file or by some other means, i hope it's possible...

Facegen using ctrl+f4 is broken

I have set DisableAutoFaceGen in the skyrim64_test.ini file to false, and when i save the plugin, the facegen is generated correctly. But when i try to generate it with ctrl+f4, i get the "Export face gen data for all selected NPCs?" message, and then it says Done after clicking Yes, and simply nothing happens. This might be related to the current feature of being able to turn on/off facegen, because i find it strange that when saving the mod in creation kit it generates properly, but with ctrl+f4 it only shows the dialog boxes but it does nothing. And yeah i am aware of the issue of ctrl+f4 only working when using directly the Actors treeview and not using search, since i do get the dialoges boxes, it just saves nothing.

Can this be fixed ? I need to be able to generate the facegen without saving the mod, since i need to test textures while the game is running, and using "vanilla creation kit" i am sucessfully doing this, so I don't think this is normal, i don't believe it's error from my part, because it wouldn't generate facegen correctly if i would save the mod.

UPDATE : sorry about this, after intense google searching for the second time (i already searched a fix for this problem a few weeks ago and i couldn't find the solution) this time i was able to found... my actor had the "Is Chargen Face Preset" checked since i had no idea what it truly meant, but apparently now that i switched it off, finally ctrl+f4 is working again... i will close this issue now but i updated this with the answer in case someone else comes with this issue as well!

SSE CK Update

Don't know if you're aware or not but the Skyrim SE CK was updated on 3/13/19 alongside Skyrim SE & now the various fixes provided by SSE Creation Kit Fixes will no longer work. Please update SSE Creation Kit Fixes to the new CK version as time allows. Thank you.

Assertion Error when saving DianaVampire2017Asherz.esp (Conversion to Form 44)

I'm getting the following Assertion Error when attempting to save DianaVampire2017Asherz.esp in the SSE CK:

FAULTING_IP:
CreationKit+121d4da
00000001`4121d4da 8b4014 mov eax,dword ptr [rax+14h]

EXCEPTION_RECORD: ffffffffffffffff -- (.exr 0xffffffffffffffff)
ExceptionAddress: 000000014121d4da (CreationKit+0x000000000121d4da)
ExceptionCode: c0000005 (Access violation)
ExceptionFlags: 00000000
NumberParameters: 2
Parameter[0]: 0000000000000000
Parameter[1]: ffffffffffffffff
Attempt to read from address ffffffffffffffff

DEFAULT_BUCKET_ID: INVALID_POINTER_READ

PROCESS_NAME: CreationKit.exe

ERROR_CODE: (NTSTATUS) 0xc0000005 - The instruction at "0x%08lx" referenced memory at "0x%08lx". The memory could not be "%s".

EXCEPTION_CODE: (NTSTATUS) 0xc0000005 - The instruction at "0x%08lx" referenced memory at "0x%08lx". The memory could not be "%s".

EXCEPTION_PARAMETER1: 0000000000000000

EXCEPTION_PARAMETER2: ffffffffffffffff

READ_ADDRESS: ffffffffffffffff

FOLLOWUP_IP:
CreationKit+121d4da
00000001`4121d4da 8b4014 mov eax,dword ptr [rax+14h]

NTGLOBALFLAG: 0

FAULTING_THREAD: 0000000000003e70

PRIMARY_PROBLEM_CLASS: INVALID_POINTER_READ

BUGCHECK_STR: APPLICATION_FAULT_INVALID_POINTER_READ

LAST_CONTROL_TRANSFER: from 000000014169120e to 000000014121d4da

STACK_TEXT:
000000000012c488 000000014169120e : 3104b30100000000 000000006dad4a20 0000000000000008 0000000127940b30 : CreationKit+0x121d4da
000000000012c490 3104b30100000000 : 000000006dad4a20 0000000000000008 0000000127940b30 00103a9000000000 : CreationKit+0x169120e
000000000012c498 000000006dad4a20 : 0000000000000008 0000000127940b30 00103a9000000000 0000000100000008 : 0x3104b30100000000 000000000012c4a0 0000000000000008 : 0000000127940b30 00103a9000000000 0000000100000008 fffffffffffffffe : 0x6dad4a20 000000000012c4a8 0000000127940b30 : 00103a9000000000 0000000100000008 fffffffffffffffe 0000000000000000 : 0x8 000000000012c4b0 00103a9000000000 : 0000000100000008 fffffffffffffffe 0000000000000000 000000000012c501 : 0x127940b30
000000000012c4b8 0000000100000008 : fffffffffffffffe 0000000000000000 000000000012c501 000000006dad4a20 : 0x103a9000000000 000000000012c4c0 fffffffffffffffe : 0000000000000000 000000000012c501 000000006dad4a20 000000006dad4a30 : 0x100000008
000000000012c4c8 0000000000000000 : 000000000012c501 000000006dad4a20 000000006dad4a30 0000000000000010 : 0xffffffff`fffffffe

STACK_COMMAND: ~0s; .ecxr ; kb

SYMBOL_STACK_INDEX: 0

SYMBOL_NAME: CreationKit+121d4da

FOLLOWUP_NAME: MachineOwner

MODULE_NAME: CreationKit

IMAGE_NAME: CreationKit.exe

DEBUG_FLR_IMAGE_TIMESTAMP: 59c0175d

FAILURE_BUCKET_ID: INVALID_POINTER_READ_c0000005_CreationKit.exe!Unknown

BUCKET_ID: X64_APPLICATION_FAULT_INVALID_POINTER_READ_CreationKit+121d4da

WATSON_STAGEONE_URL: http://watson.microsoft.com/StageOne/CreationKit_exe/1_5_3_0/59c0175d/CreationKit_exe/1_5_3_0/59c0175d/c0000005/0121d4da.htm?Retriage=1

Followup: MachineOwner

Here's a link to the .dmp Windows created when the SSE CK crashed:

https://www.dropbox.com/s/iatnb2wbch01w99/CreationKit.exe_20190114_054529.dmp?dl=0

Please fix this. Thank you.

Suggestion - Proper ESP-ESL Support

With the current ESP-ESL-making workflow, the process is as follows:

  1. Make a plugin in either xEdit (starts as an ESP-ESL) or the Creation Kit (starts as an ESP)
    a. If you created the plugin in the CK, enter xEdit, compact Form IDs, and add the ESL flag
  2. Do some wizardry in the Creation Kit
  3. In xEdit, renumber FormIDs from 800 (to keep everything within the valid range)
  4. Make sure everything is right in xEdit
  5. Test & Probably Repeat

That's a lot of steps—6 if you create the plugin in the CK, which I do quite frequently. If you could add proper support for ESL FormIDs in the Creation Kit (I have no clue how easy or hard that'd be to implement), even if you're just changing FormIDs to generate uniformly from FExxx800 and loop to FExxx000 after they hit FExxxFFF (so you don't lose your records), it would be greatly appreciated. A minor optimization, I know, but I, and I guarantee many other modders, would greatly appreciate this!

Tracy dependency submodule points to non-existent commit

Tracy points to https://github.com/Nukem9/tracy-skyrim64-custom/tree/619523b43e581dc404829106adbcb18bd315ff19 which is a 404 and doesn't appear in the commit history. Even if pointing at current master, multiple tracy files are missing on build.

Severity	Code	Description	Project	File	Line	Suppression State
Error	C1083	Cannot open source file: 'tracy\client\TracySysTrace.cpp': No such file or directory	libtracy	E:\Documents\source\repos\SkyrimSETest\Dependencies\c1xx	1	
Error	C1083	Cannot open source file: 'tracy\server\TracyColor.cpp': No such file or directory	libtracy	E:\Documents\source\repos\SkyrimSETest\Dependencies\c1xx	1	
Error	C1083	Cannot open source file: 'tracy\server\TracyFilesystem.cpp': No such file or directory	libtracy	E:\Documents\source\repos\SkyrimSETest\Dependencies\c1xx	1	
Error	C1083	Cannot open source file: 'tracy\server\TracyMicroArchitecture.cpp': No such file or directory	libtracy	E:\Documents\source\repos\SkyrimSETest\Dependencies\c1xx	1	
Error	C1083	Cannot open source file: 'tracy\server\TracyMmap.cpp': No such file or directory	libtracy	E:\Documents\source\repos\SkyrimSETest\Dependencies\c1xx	1	
Error	C1083	Cannot open source file: 'tracy\server\TracyPrint.cpp': No such file or directory	libtracy	E:\Documents\source\repos\SkyrimSETest\Dependencies\c1xx	1	
Error	C1083	Cannot open source file: 'tracy\server\TracySourceView.cpp': No such file or directory	libtracy	E:\Documents\source\repos\SkyrimSETest\Dependencies\c1xx	1	
Error	C1083	Cannot open source file: 'tracy\server\TracyTaskDispatch.cpp': No such file or directory	libtracy	E:\Documents\source\repos\SkyrimSETest\Dependencies\c1xx	1	
Error	C1083	Cannot open source file: 'tracy\server\TracyTexture.cpp': No such file or directory	libtracy	E:\Documents\source\repos\SkyrimSETest\Dependencies\c1xx	1	
Error	C1083	Cannot open source file: 'tracy\server\TracyTextureCompression.cpp': No such file or directory	libtracy	E:\Documents\source\repos\SkyrimSETest\Dependencies\c1xx	1	
Error	C1083	Cannot open source file: 'tracy\server\TracyThreadCompress.cpp': No such file or directory	libtracy	E:\Documents\source\repos\SkyrimSETest\Dependencies\c1xx	1	
Error	C1083	Cannot open source file: 'tracy\server\TracyUserData.cpp': No such file or directory	libtracy	E:\Documents\source\repos\SkyrimSETest\Dependencies\c1xx	1	

SLI Fixes

http://developer.download.nvidia.com/whitepapers/2011/SLI_Best_Practices_2011_Feb.pdf
http://developer.download.nvidia.com/assets/events/GDC15/GEFORCE/SLI_GDC15.pdf
http://amd-dev.wpengine.netdna-cdn.com/wordpress/media/2013/04/DX11PerformanceReloaded.ppsx
https://developer.nvidia.com/sites/default/files/akamai/gamedev/docs/GDC_2013_DUDASH_DeferredContexts.pdf

1. Some render targets are not cleared at the beginning of a frame, which causes ghosting:

  • SSR (Screen Space Reflections)
  • SAO (Scalable Ambient Obscurance)
  • TAA (Temporal Anti-Aliasing)

Possible fix(es):
DiscardView
ClearRenderTargetView

For example, apps should discard (ID3D11DeviceContext1::DiscardView) the render target instead of clearing (ID3D11DeviceContext::ClearRenderTargetView) between frames if the render target is completely covered by new opaque content each frame - doing so saves valuable bandwidth on power-efficient platforms.

2. Reflections and ray traces are done every other frame.

3. GPU occlusion queries are used.

Possible fix(es):
None. These are an absolute inter-frame dependency.

4. Utilize driver extensions.
Explicit Crossfire API
NvAPI

Use more efficient state setting code

Bethesda almost got this 100% correct by using deferred render states. It should really be using 1 PSSetSamplers(0, 16, sampler_array) versus 16 PSSetSamplers(index, 1, sampler). I'm not sure if the code is like this on purpose or not.

Applies to IA, VS, PS, ....

image

Another example, taken from a single frame snapshot on a single thread:

  • 3389 Draw* calls (ok)
  • 557 *SetShader calls (ok)
  • 2789 SetShaderResource calls (ok)
  • 9977 *SetConstantBuffer calls
  • 17786 Map + Unmap calls

Feature Request: Uploading Pre-Existing Archives, CK Unresponsive (Bethesda Bug)

Got a couple of comments that I should post it here instead of on Nexus, apologies for the double post

There is an issue when uploading a plugin and archive to Bethesda.net for mods that already have Archives.

When the Archive is already in the Data Folder, when selecting the option to Upload the Plugin to Bethesda.net, the Creation Kit will become unresponsive
If there is not an Archive in the data folder, it will go to the next prompt without issue.

The issue was caused in an update to the CK over a year ago, but still has not been resolved by Bethesda. The only way around it is either using an outdated version of the CK or creating a new archive every time.

This user provided a gif of the issue if that helps
https://bethesda.net/community/topic/105985/creation-kit-2-0-stopped-working

SSWR tree reflections are broken in shader code

Alpha isn't correctly being used.

Example shader output:
reflection_cubemap

Pixel shader code in question:

//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float       
// TEXCOORD                 0   xyz         1     NONE   float   xyz 
// POSITION                 1   xyzw        2     NONE   float   xyzw
// POSITION                 2   xyzw        3     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
// SV_Target                1   xy          1   TARGET   float   xy  
// SV_Target                2   xyzw        2   TARGET   float   xyzw
//
0x00000000: ps_5_0
0x00000008: dcl_globalFlags refactoringAllowed
0x0000000C: dcl_constantbuffer cb12[20], immediateIndexed
0x0000001C: dcl_constantbuffer cb0[2], immediateIndexed
0x0000002C: dcl_sampler s0, mode_default
0x00000038: dcl_resource_texture2d (float,float,float,float) t0
0x00000048: dcl_input_ps linear v1.xyz
0x00000054: dcl_input_ps linear v2.xyzw
0x00000060: dcl_input_ps linear v3.xyzw
0x0000006C: dcl_output o0.xyzw
0x00000078: dcl_output o1.xy
0x00000084: dcl_output o2.xyzw
0x00000090: dcl_temps 2
0x00000098: sample_indexable(texture2d)(float,float,float,float) r0.xyz, v1.xyxx, t0.xyzw, s0
0x000000C4: mad r1.xyz, v1.zzzz, cb0[0].xyzx, cb0[1].xyzx
0x000000F0: mul o0.xyz, r0.xyzx, r1.xyzx
0x0000010C: mov o0.w, l(1.000000)
0x00000120: dp4 r0.x, cb12[12].xyzw, v2.xyzw
0x00000140: dp4 r0.y, cb12[13].xyzw, v2.xyzw
0x00000160: dp4 r0.z, cb12[15].xyzw, v2.xyzw
0x00000180: div r0.xy, r0.xyxx, r0.zzzz
0x0000019C: dp4 r1.x, cb12[16].xyzw, v3.xyzw
0x000001BC: dp4 r1.y, cb12[17].xyzw, v3.xyzw
0x000001DC: dp4 r0.z, cb12[19].xyzw, v3.xyzw
0x000001FC: div r0.zw, r1.xxxy, r0.zzzz
0x00000218: add r0.xy, -r0.zwzz, r0.xyxx
0x00000238: mul o1.xy, r0.xyxx, l(-0.500000, 0.500000, 0.000000, 0.000000)
0x00000260: mov o2.xyzw, l(0.500000,0.500000,0,0)
0x00000280: ret 
// Approximately 0 instruction slots used

NSight can break water rendering

Happens randomly (mostly from loading quicksaves?).

EDIT: Happens without nsight enabled. Probably undefined behavior somewhere.

Without NSight:
good1

With NSight:
bad1

Creation Kit "Enhancements"

  • Re-enable live sync with the game:
    • Hot loading/reloading plugins
    • Camera view
    • CameraShot
    • SoundDesc
    • SoundCat
    • Projectile
    • Explosion
    • EffectShader
    • TESObjectREFR, TESObjectWEAP, TESWeather (Fallout 4 has these)

Pending

Completed

  • Significant load-time performance improvements
  • UI speed improvements & size changes
  • Add NavMesh pseudo delete ("Remove" triangles without actually deleting/modifying surrounding meshes, link)
  • Add window caption (i.e. "CreationKit 64bit (with CK Fixes vX.X)")
  • Add crash dump generation
  • Memory allocator replaced with Intel TBB allocator
  • Implement a custom log (Replaces the "Warnings" window)
  • Ability to save as ESM
  • Ability to have ESP as a master
  • Ability to draw the render window at 60 FPS
  • Ability to prevent FaceGen from running at all
  • Ability to prevent FaceGen from creating unused TGA, DDS, or NIF files
  • Ability to change FaceGen tint mask resolution
  • Ability to have the "PlayerKnows" conditional function to accept enchantments as a function parameter
  • Fix for Ctrl+Z (undo) not working when using the terrain editor
  • Fix for script property dialog missing icon (Link)
  • Fix for being unable to load certain CC ESL files
  • Fix for "Water Type" window options not updating water in the "Render Window" preview
  • Fix for BSMultiIndexTriShape objects not being selectable in the "Render Window" (Objects with snow/ash/...)
  • Fix for "Render Window" object selection not syncing with "Cell View" window selection
  • Fix for "OUT OF HANDLE ARRAY ENTRIES" error by doubling the limit (2^20 => 2^21) [ALSO PRESENT INGAME]
  • Fix for TESModelTextureSwap being incorrectly loaded (SSE Engine Fixes counterpart)
  • Fix for "UnEquip Sound" button when using the weapon edit dialog
  • Fix for incorrect NavMesh assertion while saving certain ESP files (i.e 3DNPC.esp)
  • Fix for incorrect pointer truncation assertion while saving certain conditions/CTDA (i.e 3DNPC.esp)
  • Fix for NPC perk ranks being reset to 1 on save
  • Fix for fog not drawing in the "Render Window"
  • Fix for "File in use" dialog causing a UI hang after hitting cancel
  • Fix for weapon critical effect data (CRDT) being destroyed when upgrading from form version <= 43 to form version 44
  • Fix for "Could not select actor value X in LoadDialog for BGSEntryPointFunctionDataTwoValue." with certain actor values in the "Perk Entry" window
  • Fix for a package's "Selected Package Data" combo box not having a selected value when using a Topic type (Pointer<->Form ID truncation)
  • Fix for land vertex normals appearing corrupted with specific worldspace setups
  • Fix for the "Object Palette" window preview not showing up at all
  • Fix for the "Object Palette" window "Conform to slope" option causing broken object angles on placement
  • Fix for land shadows not drawing in the "Render Window"
  • Fix for the load order list in the "Data" window reading plugins.txt from the wrong path
  • Fix for the "Actor Flags" or "Actor Behavior" dialogs not showing their column headers
  • Fix for the "Class" edit dialog not filling in the "Training" checkbox
  • Fix for the "Race" dialog not saving "Specials" if the list box was empty and a new spell was added
  • Fix for a memory leak in BSShadowLight::ClearShadowMapData after opening "Actor" dialogs
  • Fix for water not rendering correctly when using the orthographic camera view
  • Fix for the "Dialogue Branch" dialog showing corrupted starting topic strings
  • Fix for the "Bright Light Color" option having incorrect colors in the preferences window
  • Fix for crash when trying to upload pre-existing archives to Bethesda.net (#14)
  • Fix for crash when saving a NPC with null perks set (i.e DianaVampire2017Asherz.esp)
  • Fix for crash with NavMeshInfoMap (Use-after-free)
  • Fix for crash (recursive sorting function stack overflow) when saving certain ESP files (i.e 3DNPC.esp)
  • Fix for crash when using more than 16 tint masks on a NPC (Converted to a warning)
  • Fix for crash when connecting to Bethesda.net in certain cities/countries (Unicode string conversion failure)
  • Fix for crash when duplicating worldspaces
  • Fix for crash/broken behavior when using the dialogue view flowchart editor
  • Fix for crash when the "Unable to find variable" warning would exceed the buffer size (Invalid parameter termination)
  • Fix for crash when using incompatible textures (Replaced with an assertion stating file path)
  • Fix for crash when trying to use "Test Radius" on a reference's "3D Data" dialog tab
  • Fix for crash after erasing an iterator and dereferencing it in "InventoryChanges" code
  • Fix for crash when editing a spell effect with a large (>= 1'000'000'000) duration
  • Fix for crash when using "Move to topic" in a quest dialogue view (Potential null pointer)
  • Fix for crash when cell child references are added/removed during initialization (Iterator invalidation)
  • Fix for crash after the "Multiple masters selected for load" dialog is shown
  • Fix for crash when duplicating a form with an empty editor id
  • Fix for crash when too much geometry is present in the scene (BSRenderPassCache limit, usually with NavMesh)
  • Fix for crash when tab control buttons are deleted (Uninitialized TCITEMA structure variables)
  • Fix for crash when saving a plugin with an empty single track file path in a Music Track form
  • Fix for crash when plugins.txt is present in the game root folder (Buffer overflow)
  • Fix for crashes on exit (Terminate process immediately)

Eliminate D3D11_QUERY_EVENT queries

We shouldn't be waiting on any render commands. We shouldn't care about them being recorded either.

The game should use a separate dynamic buffer for each frame (i.e 4 or $MAX_PRE_RENDERED_FRAMES+1 to guarantee at least one is not being used). The queries can be removed altogether.

Code in question:

	//
	// Check if this request would exceed the allocated buffer size for the currently executing command list. If it does,
	// we end the current query and move on to the next buffer.
	//
	if (newFrameDataSzie > 0x400000)
	{
		newFrameDataSzie = AllocationSize;
		frameDataOffset = 0;

		globals->m_EventQueryFinished[globals->m_CurrentDynamicBufferIndex] = false;
		globals->m_DeviceContext->End(globals->m_CommandListEndEvents[globals->m_CurrentDynamicBufferIndex]);

		frameBufferIndex++;

		if (frameBufferIndex >= 3)
			frameBufferIndex = 0;
	}
	
	//
	// This will **suspend execution** until the buffer we want is no longer in use. The query waits on a list of commands
	// using said buffer.
	//
	if (!globals->m_EventQueryFinished[frameBufferIndex])
	{
		ID3D11Query *query = globals->m_CommandListEndEvents[frameBufferIndex];
		BOOL data;

		HRESULT hr = globals->m_DeviceContext->GetData(query, &data, sizeof(data), 0);

		for (; FAILED(hr) || data == FALSE; hr = globals->m_DeviceContext->GetData(query, &data, sizeof(data), D3D11_ASYNC_GETDATA_DONOTFLUSH))
			Sleep(1);

		globals->m_EventQueryFinished[frameBufferIndex] = (data == TRUE);
	}

Could not get flowchart class object

Every time I try to open the dialogue views in a quest it show up:
image
After clicking confirm:
image
Reinstall CK can not solve this problem,do you have any advice?Thank you.

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