3D GPUs Strange Attractors and Hypercomplex Fractals explorer - up to 256 Million particles in RealTime

Overview

glChAoS.P ⋅ wglChAoS.P - Ver 1.5.3

glChAoS.P / wglChAoS.P ⋅ opengl / webglChaotic Attractors of Slight (dot) Particles

RealTime 3D Strange Attractors scout on GPU
The program also explores other chaotic-objects like hypercomplex fractals (IIM algorithm) and DLA3D

 

JetBrains supports glChAoS.PwglChAoS.P
many thanks to JetBrains for donating o.s.license for all their excellent products

 

All available releases     ==> Release Notes (what's new)

Desktop - v.1.5.3

  • glChAoS.P - DeskTop - binaries available Windows / Linux / Mac OS

WebGL - v.1.5.3

  • wglChAoS.P - WebG 2 via webAssembly - live / online using your browser - also for mobile devices
    • You can select Advanced Mode check box (default) or deselect it (Standard Mode) for low resources devices (mobiles/tablet/smartphones)
    • You can also to explore any single attractor, interactively, staring directly from web-page, using Explore button near/below any attractor formula: Attractors Formulas
    • WebGL release is a more limited/lightened version, but frequently updated/rebuilt with last commits

 

To view all "chaotic-objects" currently inserted in current release, follow the link: Attractors Formulas
*any single object can be explored interactively via WebGL/WebAssembly directly from site.

 

 

Latest features from ver.1.5.3

TransformFeedback → multiDot particles emitter

Now all dp/dt attractors (yellow tag) have an additional new emitter type to visualize them in a progressive way and/or with multiDot (spray) effect.\ Is also possible to travel, in first person (cockpit view), within the particles, following the evolution of the attractors.

Lorenz Attractor - click on image to "explore" it in WebGL
       use "v" key or "cockpit" button (from Attractors tools window) to switch to subjective view (on right)

 

New menu is available to adjust these settings:

1) Panoramic/CockPit dots/s: different emitter speed for any view
2) Number of dots for each step, real dots/s emitted are: dots/s * Emit#
3) Multiplication factor of initial radial random speed
4) Air friction/deceleration
5) Point size: there are 3 different "pointSize" for: singleDot emitter, multiDot emitter and cockpitView
6) Particles LifeTime, in sec.
7) LifeTime attenuation: when the lifeTime ends, in blending mode, the particle attenuates the intensity of this factor, any second
8) Wind direction and intensity (in units/s)
9) Gravity/Acceleration direction and intensity (in units/s)
A) Toggle cockpit view and related settings (following controls)
B) Smoothing distance: in blending mode attenuates the intensity of near dots by distance
C) Clipping distance: skip to draw closer particles
D) PiP (Picture In Picture) feature
E) TagretView is the current emitted dot, PointOfView is positioned on the wake: it adjusts the distance from head (it follows the attractor direction).
F) Move back the PoV: it follows the vector PoV -> TGT
G) Rotate the cam around TagretView, or better: around attractor head (last emitted dot), use reset to reposition the cam
H) Move forward the TagretView position

 

Youtube Video

Simulating a comet's journey in Lorenz attractor Voyage in Multi-Chua II attractor

 
 
 

ver.1.4.2 feature: 11 unpublished attractor types: PopCorn, Mira, Hopalong and...

An absolutely personal and original "transformations" in 3D/4D of famous 2D attractors:

PopCorn, Morrone 4D transf. (ssss) Martin, Morrone 4D transf. PopCorn, Morrone 4D transf. (scsc)
sShot_20191118_173632 sShot_20191113_43629 sShot_20191112_04710
Mira, , Morrone 4D transf. Mira, Morrone 3D transf. Hopalong, Morrone 4D transf.
sShot_20191113_22737 sShot_20191113_2269 sShot_20191113_22333

Full descriptions, math formulas and code in the relative webpage: PopCorn, Mira, Hopalong and...
*now any single attractor is also explorable interactively via WebGL/WebAssembly directly from site.

 
 

Particle System rendering features

  • 100M of particles in minus of 1.6 GByte of VRAM.. up to 265M (4G VRAM): Slight (dot) Particles
    • only a vec4 (4-float) per vertex for position and color
  • Rendering: RealTime Surface Reconstruction / Shadows / Ambient Occlusion
  • Light Models: Phong / Blinn-Phong / GGX
  • Glow effects: Gaussian Blur / bilateral deNoise with threshold / Gaussian + deNoise
  • Anti-aliasing: FXAA
  • Image adjustment: Bright / Contrast / Gamma / Exposure / ToneMapping

With Billboard and PointSprite techniques

3D DLA (Diffusion Limited Aggregation) - DLA3D Video Example

This is an integrated version of more simple my DLAf-optimized repo that I used in glChAoS.P / wglChAoS.P for large-scale DLA3D growth, with possibility to export/import to/from PLY format and to continue a previous rendering.

Rendering models with Aizawa attractor - Video Example

Alpha Blending Solid Dots

Further rendering engine improvement (from ver. >= 1.3.x) - Rendering Video Example

DualPass rendering: Z-buffer surface reconstruction DualPass + Ambient Occlusion
DualPass + AO + Shadows DualPass + AO + Shadows + mixed AlphaBlending

*features also available in WebGL advanced version

 
 

wglChAoS.P - WebGL2 online version

This is a WebGL2 / WebAssembly lightened LIVE / ONLINE version of glChAoSP and Supports touch screen for mobile devices, smartphones and tablets

Go to wglChAoS.P - LIVE / ONLINE starting page

 

wglChAoS.P Advanced Mode - WebGL2 with new rendering engine

Starting from ver 1.3.2, also WebGL have new rendering engine: dual pass accurate rendering, shadows and ambient occlusion

*Advanced Mode not available/tested still for mobile devices

 
 

Hypercomplex fractals like attractors - via IIM (Inverse Iterations Method)

hypercomplex fractals hypercomplex fractals

 
 

glChAoS.P features

glChAoS.P is a 3D realtime Particle System with some unique features:

  • 100M of particles in minus of 1.6 GByte of VRAM.. until 265M (4G VRAM): Slight (dot) Particles
    • only 4-float (vec4) per vertex: position and color
  • PointSprite and Billboard particles types
  • 3D blended/solid/lighted particles
  • Single dot or DualPass rendering (surface reconstruction from zBuffer)
  • Shadows and AmbientOcclusion
  • Light models: Phong / Blinn-Phong / GGX
  • Distance attenuation on Size an Alpha channel
  • Full customizable colors, with several color palettes
  • Customizable glow effects: Gaussian Blur / bilateral deNoise with threshold / Gaussian + deNoise
  • Customizable FXAA filter
  • Motion blur
  • Post processing image correction:
    • gamma
    • exposure
    • brightness
    • contrast
    • toneMapping / HDR

... and more

For more usage info: glChAoS.P info

 
 

Some screenshots from different operating systems

Windows Windows Viewports
Linux Mac OS X

 
 

Hardware required:

  • glChAoS.P - GPU with OpenGL 4.1 or higher
  • wglChAoS.P - Browser with WebGL2 capabilities (FireFox, Chrome or Chromium based browsers)

Theoretically all graphics card that supports OpenGL 4.0 supports also OpenGL 4.5, depends only from drivers (and O.S.)

About the GPUs that support the OpenGL 4.5 (with appropriate drivers and OS permitting):

  • NVidia starting from GT/GTX 4xx series
  • AMD starting from HD 5xxx series
  • Intel starting from Ivy Bridge/Bay Trail CPUs (with HD 4000/2500 graphics)

Hardware recommended:

  • GPU starting from AMD HD 7970 / NVidia GTX 670 or with better performance
  • CPU with 2 or more cores

About performance

Glow effects, mostly with sigma > 5, and DualPass/Shadows/AO requires expensive calculations in terms of performance

If you have slow performance try, in this order:

  • Disable DualPass rendering and/or AO and/or Shadows
  • Disable GlowEffects and/or FXAA
  • Prefer Pointsprite: on AMD and Intel GPU (sensible difference of performance)
  • Decrease number of particles buffer < 3000
  • Decrease point size (if you can)
  • try squared 1024x1024 (power of 2) window size (from Settings panel)

Supported Operating systems:

  • Microsoft Windows
  • Linux/Unix
  • Mac OS X
  • Android via webBrowser (wglChAoS.P WebGL/webAssembly, lightned version)

Tested Operating System Versions:

  • Microsoft Windows 7/8.x/10
  • Linux distributions: Ubuntu 16.04 -> 20.04, Fedora 27 -> 32
  • Mac OS 10.14 (Mojave), 10.15 (Catalina)
  • Android 5/6/7/8/9 with Firefox and Chrome

Executables

No installation program is provided: just clone it form github or download the archive and decompress it in a folder whatever: only the internal directories structure must be preserved.

For Windows and Linux glChAoSP uses OpenGL 4.5 with AZDO (Approaching Zero Driver Overhead) and a separate thread (multithread) emitter/generator of particles with memory mapped directly on GPU vRAM.

On Mac OS X, for a limitation of the OS (from Mojave Apple have deprecated OpenGL) there is a downgraded version that use OpenGL 4.1 (higher possible) with a separate thread emitter/generator that uses the conventional CPU memory.

Are provided executable for the followings OS:

  • Windows
    glChAoSP.exe and glChAoSP_32.exe: native executable (64 and 32 bit) are provided for OpenGL >= 4.5: Preferably use the 64-bit version. (you can recompile it, with appropriate define, to obtain an OpenGL 4.1 compliant)
    glChAoSP_viewports.exe: beta version of multiple viewports is also provided (floating GUI windows that can go out outside of main Viewport/Window): (only 64 bits). This is a great version, solid beta and full functional, but based on a under development version of ImGui library.

  • Linux
    glChAoSP_Linux: native executable (64 bit) is provided for OpenGL >= 4.5: it was tested on Fedora and Ubuntu LTS. (you can recompile it, with appropriate define, to obtain an OpenGL 4.1 compliant)
    Take care to have installed OpenGL library, whereas libX11 libXext should already be installed.

    After clone, copy or decompression, take care that executable bit of the file glChAoSP_Linux is active (chmod +x).
    Use glChAoSP_Linux.sh to launch it from fileBrowsers like Nautilus or Caja.

    • wine
      The Windows executable, 32/64 bit, works fine also in wine 3.xx with no evident loss of performance
  • Mac OS
    glChAoSP_OSX: native executable (64 bit) is provided for OpenGL 4.1
    From Finder click on applescript: glChAoSP_OSX.app, or form command line type directly the command: ./glChAoSP_OSX
    It was tested on OS X ver 10.14 (Mojave) only, although with subsequent updates and different library versions you may need to rebuild it. Read Build/CMake sections for further information.

NOTE:
For Windows and Linux glChAoS.P uses OpenGL 4.5 with AZDO (Approaching Zero Driver Overhead) and a separate thread (multithread) emitter/generator of particles with memory mapped directly on GPU vRAM.

On Mac OS, for a limitation of the OS (from Mojave Apple have deprecated OpenGL) there is a downgraded version, that use OpenGL 4.1 (higher possible) with a separate thread emitter/generator that use the conventional CPU memory.

Furthers build option are provided:

  • Use OpenGL 4.1 also on Windows and Linux.
  • Single thread version.

 
 

To build glChAoS.P

Build requirements

  • Compilers with full C++14 standard required
  • CMake 3.15 or higher
  • Boost Library to build DLA3D (Diffusion Limited Aggregation) object exploration, (or uncomment DISABLE_DLA3D in CMake file to disable it)
    it has been replaced with nanoflann header-only (enclosed)

Tested Compilers

  • Microsoft Visual Studio 2019/2017/2015 (Platform Toolset v.142/141/140: it does not work with previous releases)
  • MinGW (64bit) v.9
  • CLang from v.5 to current
  • GNU C++ from v.5 to current

CMake

In the folder ./src there is the CmakeLists.txt, use this folder as base directory.

Read below more about your OS.

GLFW Library

Enclosed 32/64bit built library for Windows, and 64bit for Linux and OS X
When build glChAoSP, compiler looks for GLFW library in the follows path:

  • src/src/libs/glfw/buildLinux (Linux)
  • src/src/libs/glfw/buildOSX (OSX)
  • src/src/libs/glfw/buildWin (Windows)

You need to delete it, and/or modify the CMake file, to use personal ones version. In this case you need to have installed GLFW Library, ver 3.3 or higher, or re-build the enclosed version in ./src/src/libs/glfw folder.

Build glChAoS.P in Windows

Windows user needs of Visual Studio 2019 (it works also wit VS 2017/2015, but is need to change appropriate Platform Toolset and/or Windows SDK version that you have installed). In alternative, CMake 3.10 (or higher) for other compilers toolchain (non tested, but it should work).

  • Microsoft Visual Studio

    • VS solution
      In the folder ./src/msBuilds there is the solution project for use with Visual Studio 2017/2019.
      (check appropriate Platform Toolset and/or Windows SDK version that you have installed)
      You can use also LLVM CLang to build glChAoS.P from Visual Studio: you can use the LLVM plugin (after to have installed clang, in windows) and simply change the toolchain in Properties -> General -> Platform Toolset

      • The current VisualStudio solution refers to my environment variable RAMDISK (R:), and subsequent VS intrinsic variables to generate binary output: $(RAMDISK)\$(MSBuildProjectDirectoryNoRoot)\$(DefaultPlatformToolset)\$(Platform)\$(Configuration)\
        Even without a RAMDISK variable, executable and binary files are outputted in base to the values of these VS variables, starting from root of current drive.
    • VS with CMakeFile.txt and CMakeSettings.json (testing fase - VS2019 only)
      Open ./src folder in vs2019 you can build both Emscripten / CLang inside Visual Studio

  • CMake

    • You can use CMake to compile with CLang / MinGW, using mingw_make or ninja tool.

NOTE: To build viewports version you need to add -DGLAPP_IMGUI_VIEWPORT to compiler flags, or uncomment it in appDefines.h

Build glChAoS.P in Linux

Tools required
Linux users need to install the GCC C/C++ v.5 or higher (or clang v.5 or higher) compilers and associated tools such as make and CMake (need v3.10 or higher).
To install gcc C/C++:

  • Debian, Ubuntu: sudo apt-get install build-essential cmake cmake-qt-gui
  • Fedora, RedHat: sudo dnf install make gcc-c++ cmake cmake-gui

You need also to have installed OpenGL library and relative development package: libgl1-mesa libgl1-mesa-dev (Ubuntu) or mesa-libGL mesa-libGL-devel (Fedora).

Build
Form a Terminal window, just launch sh build_glChAoSP.sh script (from ./src folder) to build glChAoSP, it first runs cmake with appropriate parameters and then starts make to build glChAoSP_Linux executable: it will stored in parent folder (../).

  • the script uses the enclosed built version of GLFW

Another script, buildLinux.sh, is provided (as helper) to re-build GLFW: it calls buildGLFW.sh (to build/re-build GLFW) and build_glChAoSP.sh sequentially.

  • To build/rebuild GLFW from enclosed sources you must have installed also development packages: libx11-dev libxext-dev (Ubuntu) or libX11-devel libXext-devel (Fedora).
    *(documentation: https://github.com/glfw/glfw)

Build glChAoS.P in Mac OS

Tools required
Mac users must have installed Xcode and the Command Line Tools, also CMake 3.10 or higher is necessary.

Build
Form a Terminal window, just launch sh build_glChAoSP.sh script (from ./src folder) to build glChAoSP, it first runs cmake with appropriate parameters and then starts make to build glChAoSP_OSX executable: it will stored in parent folder (../)

  • the script uses the enclosed built version of GLFW

Another script, buildOSX.sh, is provided (as helper) to re-build GLFW: it calls buildGLFW.sh OSX (to build/re-build GLFW) and build_glChAoSP.sh sequentially.
*(documentation: https://github.com/glfw/glfw)

Build wglChAoS.P with EMSCRIPTEN - WebGL via WebAssembly

The CMake file is able to build also an EMSCRIPTEN version, obviously you need to have installed EMSCRIPTEN SDK on your computer (1.38.20 1.38.28 1.38.40 or higher). Use emsCMakeGen.cmd or emsCMakeGen.sh from ./src directory, or look inside it, to pass appropriate defines/parameters to CMake command line. emsCMakeGen need to know the location of EMSDK, and the "build-type" object to create.
For example, run:

emsCMakeGen.sh /opt/emsdk/emscripten/1.38.20 Debug|Release|RelWithDebInfo|MinSizeRel wglChAoSP|wglChAoSP_lowres

emsCMakeGen.cmd C:\emsdk\emscripten\1.38.20 Debug|Release|RelWithDebInfo|MinSizeRel

To build the EMSCRIPTEN version, in Windows, with CMake, need to have mingw32-make in your computer and in the search PATH (only the make utility is enough) or Ninja.
Currently all the shell/cmd scripts use Ninja to build wglChAoS.P (WebGL/WebAssembly release)

 
 

3rd party tools and color maps

glChAoS.P uses 3rd party software tools components, they are located in the ./src/src/libs folder and built with the program. A copy of each is included in the repository, to avoid incompatibility with future changes.

Structure and description of 3rd parts libraries/tools/palettes, and related copyrights and licenses:

Libs and Tools

Alternatives and optional, not closely necessary

Below there are some used components, which differ from MIT / BSD 2-Clause / Zlib license.

External Color Maps/Palettes - (optional - to load)

*optional separate files to load and to have more color maps

Alternative Library

  • glm Math Library - https://glm.g-truc.net/

    • Not more necessary.
      Now is used my vgMath single file header, used also in vitualGizmo3D and imGuIZMO.quat tools: it's a sub-set of glm, more compact, with or w/o template classes (selectable via define: vgConfig.h), and a studied interface that permits to switch between glm and vgMath only via compiler defines (vgConfig.h).
  • Boost Library in particular: function_output_iterator and geometry are necessary as alternative (to nanoflann) to build DLA3D (Diffusion Limited Aggregation) object exploration in glChAoS.P (can be disabled). It's not included in the repository, but can be downloaded from https://www.boost.org/ It is not necessary to build the library, only headers files is enough. (more information in: how to build)

    • Compile with -DGLAPP_USE_BOOST_LIBRARY flag, to use instead of nanoflann lib

 

License

glChAoS.P / wglChAoS.P are licensed under the BSD 2-Clause License, see license.txt for more information.

Issues
  • Firefox windows

    Firefox windows

    Hi Michele,

    The webgl version in https://www.michelemorrone.eu/glchaosp/webGL.html shows black window. I tried setting about:config in Firefox 74.0 64bits webgl.disable-angle -> true webgl.dxgl.enabled -> false but nothing changed.

    (It works on my android phone)

    opened by sonoro1234 4
  • fatal error C9999: *** exception during compilation *** with latest NVIDIA drivers

    fatal error C9999: *** exception during compilation *** with latest NVIDIA drivers

    The problem appear ONLY in Windows with latest NVIDIA drivers 436.30 (GRD) and 431.86 (SD). Tested with RTX 2070 and GTX 1050TI in Windows 10 19H1 (1903) and RS3 (1709).

    No problem with 431.70 (SD) or olden drivers, nor in Linux (with 430.40 and below), and nor with AMD and Intel drivers/cards. Being a drivers problem it influence all version of glChAoS.P, also the previous ones.

    No problem, instead, with WebGL versions (wglChAoS.P).

    I opened a "bug" on NVidia and await developments

    Any report of malfunction is welcome

    opened by BrutPitt 3
  • Stepped shadows with low precision zBuffer

    Stepped shadows with low precision zBuffer

    Currently with low precision of depth buffer the shadows presents artifacts (stepped shadow), like this: sShot_201991_124423

    you can resolve it going in Settings (F8) and deselect the default option: Use LOW precision

    I'm working to resolve it

    bug 
    opened by BrutPitt 2
  • fixing default build configuration

    fixing default build configuration

    To allow new users to easily build your source, I wanted to add these changes. I think you moved the mmFBO files into the tools folder without changing the build CMakeLists.txt file, and the glfw build scripts don't work by default on my Linux machine, and I expect it will be the same on many others, so I just changed the "Use internal GLFW" GLAPP_USE_INTERNAL_GLFW option to TRUE so it is enabled by default. It will be easier for everyone

    opened by jrynkiew 0
  • Proposal: Exportsettings --> Save as PNG + Save as 3D File.

    Proposal: Exportsettings --> Save as PNG + Save as 3D File.

    First of all. Thank you for this great peace of software! What really would be helpful is an export dialog similar to save as: png --> + resolution settings higher then the actual values provided. An export as 3d model file would be extraordinary :) 🚀

    Similar to here: https://syntopia.github.io/StrangeAttractors/ (

    enhancement 
    opened by nod74 1
  • Proposal: Choosing the background color or export transparency

    Proposal: Choosing the background color or export transparency

    It would be useful to be able to choose the background color (e.g. white) for documents/publications. Alternatively, since the screenshot tool saves PNG files, one could use transparency information from the frame buffer.

    enhancement 
    opened by Conclusio 5
Releases(v1.5.3)
  • v1.5.3(Jul 8, 2020)

     

    JetBrains supports glChAoS.PwglChAoS.P

    many thanks to JetBrains for donating o.s.license for all their excellent products

     
     

    glChAoS.P ⋅ wglChAoS.P ==> https://michelemorrone.eu/glchaosp

     

    What's new in v1.5.3

    In TransformFeedback multi-dot emitter (for "continuous" dp/dt attractors)

    • Split View: in addition to PiP now is possible to visualize, side by side, both cockpit and standard view
    • Cockpit view have now possibility to select both fixed distance (from core) or fixed time interval (variable distance by speed)
    • Magnitude (size) for starting emitted particles
    • Magnitude intensity
    • Magnitude attenuation over time test_

    Other news

    • Available settings for glow effect: mixing between standard gaussian-blur and "pure" glow effect
    • wglChAoS.P (WebGL) now have also dual pass gauss/blur/glow effects
    • new fastPRNG tool: it includes xoshiro / xoroshiro (Blackman/Vigna), xorshift and other Marsaglia algorithms.

    *Please view previous releases for all news

    Known Issues

    • Some attractors, presnt in the additional SavedList, may not have optimized parameters for the new features

    Changes:

    • binary file for Windows 32bit is no longer provided, it can however be compiled via VisualSudio. (or contact me if you need it)

    installation

    No installer provided / needed: just download the glChAoSP_release.zip binary archive (it contains all binaries for all O.S.) and decompress it in a folder whatever: only the internal directories structure must be preserved. Added tarball glChAoSP_release.tar.gz for Linux users: it's same but maintains executable attributes for binaries. (I am available for any problem).

    WebGL live / online version 1.5.3

    The WebGL/WebAssembly version is online at this link: wglChAoS.P

    With the new Attractors website pages you have full access to math formulas, computational code, and permit you to explore interactively any single attractor: AttractorsFormula Soon also

    *Please read the warnings and hardware/software requirement

    Source code(tar.gz)
    Source code(zip)
    glChAoSP_release.tar.gz(7.36 MB)
    glChAoSP_release.zip(7.36 MB)
  • v1.5.0(May 31, 2020)

     

    JetBrains supports glChAoS.PwglChAoS.P

    many thanks to JetBrains for donating o.s.license for all their excellent products

     
     

    glChAoS.P ⋅ wglChAoS.P ==> https://michelemorrone.eu/glchaosp

     

    What's new in v1.5.0

    News from previuos beta

    • Better and more natural shadows
    • Scattered shadow alternative (using random Poisson disk)
    • New Attractors: Qi-Chen, Qi 3D, Chen-Celikovsky, Tamari, Shimizu-Morioka, Bruke-Shaw, Popcorn4D simple

    Already present in v1.5.0beta The main feature is the transformFeedback multiDot emitter added.
    Now all dp/dt attractors (yellow tag) have an additional new emitter type to visualize them in a progressive way and/or with multiDot (spray) effect.
    Is also possible to travel, in first person (cockpit view), within the particles, following the evolution of the attractors. | Simulating a comet's journey in Lorenz attractor | Voyage in Multi-Chua II attractor | | :---: | :---: | | | |

     

    New menu is available to adjust these settings:

    1) Panoramic/CockPit dots/s: different emitter speed for any view
    2) Number of dots for each step, real dots/s emitted are: dots/s * Emit#
    3) Multiplication factor of initial radial random speed
    4) Air friction/deceleration
    5) Point size: there are 3 different "pointSize" for: singleDot emitter, multiDot emitter and cockpitView
    6) Particles LifeTime, in sec.
    7) LifeTime attenuation: when the lifeTime ends, in blending mode, the particle attenuates the intensity of this factor, any second
    8) Wind direction and intensity (in units/s)
    9) Gravity/Acceleration direction and intensity (in units/s)
    A) Toggle cockpit view and related settings (following controls)
    B) Smoothing distance: in blending mode attenuates the intensity of near dots by distance
    C) Clipping distance: skip to draw closer particles
    D) PiP (Picture In Picture) feature
    E) TagretView is the current emitted dot, PointOfView is positioned on the wake: it adjusts the distance from head (it follows the attractor direction).
    F) Move back the PoV: it follows the vector PoV -> TGT
    G) Rotate the cam around TagretView, or better: around attractor head (last emitted dot), use reset to reposition the cam
    H) Move forward the TagretView position

    Other new features:

    • GloboToroid attractor (thanks to the suggestion of Joe Carmon)
    • Synchronous OpenGL mode option (for slow GPU)
    • Speed up 30% DLA3D
    • More AO (ambient occlusion) accuracy: range check
    • Save clipping planes settings

    Fixes:

    • MacOS version now is fluid: solved stuttering problems
    • Now buffer stops exactly on the end
    • Little issues with shadow and clipping planes
    • Several fixes of new features present in v.1.5.0beta
    • Some minor general bugs fixed

    Known Issues

    • Some attractors, presnt in the additional SavedList, has been previously saved with not optimized parameters for the new shadow algorithm: try to select AutoLightPosition (and/or tell me if you have problems)

    Changes:

    • Attractors are identified by color (not anymore by symbols)
    • The selection identifies the attractor currently displayed

    installation

    No installer provided / needed: just download the glChAoSP_release.zip binary archive (it contains all binaries for all O.S.) and decompress it in a folder whatever: only the internal directories structure must be preserved. Added tarball glChAoSP_release.tar.gz for Linux users: it's same but maintains executable attributes for binaries. Starting from 1.4.0 release, there are no more binaries in the source code repository. Please use last glChAoSP_release zip/tar.gz archive, with internal directory structure, or build the current WorkInProgress (WiP) release from source code (I am available for any problem).

    WebGL live / online version 1.5.0

    The WebGL/WebAssembly version is online at this link: wglChAoS.P

    With the new Attractors website pages you have full access to math formulas, computational code, and permit you to explore interactively any single attractor: AttractorsFormula Soon also

    *Please read the warnings and hardware/software requirement

    Source code(tar.gz)
    Source code(zip)
    glChAoSP_release.tar.gz(8.42 MB)
    glChAoSP_release.zip(8.39 MB)
  • v1.5.0beta(May 7, 2020)

     

    JetBrains supports glChAoS.PwglChAoS.P

    many thanks to JetBrains for donating o.s.license for all their excellent products

     
     

    glChAoS.P ⋅ wglChAoS.P ==> https://michelemorrone.eu/glchaosp

     

    What's new in v1.5.0beta

    The main feature is the transformFeedback multiDot emitter added.
    Now all dp/dt attractors (yellow tag) have an additional new emitter type to visualize them in a progressive way and/or with multiDot (spray) effect.
    Is also possible to travel, in first person (cockpit view), within the particles, following the evolution of the attractors. | Simulating a comet's journey in Lorenz attractor | Voyage in Multi-Chua II attractor | | :---: | :---: | | | |

     

    New menu is available to adjust these settings:

    1) Panoramic/CockPit dots/s: different emitter speed for any view
    2) Number of dots for each step, real dots/s emitted are: dots/s * Emit#
    3) Multiplication factor of initial radial random speed
    4) Air friction/deceleration
    5) Point size: there are 3 different "pointSize" for: singleDot emitter, multiDot emitter and cockpitView
    6) Particles LifeTime, in sec.
    7) LifeTime attenuation: when the lifeTime ends, in blending mode, the particle attenuates the intensity of this factor, any second
    8) Wind direction and intensity (in units/s)
    9) Gravity/Acceleration direction and intensity (in units/s)
    A) Toggle cockpit view and related settings (following controls)
    B) Smoothing distance: in blending mode attenuates the intensity of near dots by distance
    C) Clipping distance: skip to draw closer particles
    D) PiP (Picture In Picture) feature
    E) TagretView is the current emitted dot, PointOfView is positioned on the wake: it adjusts the distance from head (it follows the attractor direction).
    F) Move back the PoV: it follows the vector PoV -> TGT
    G) Rotate the cam around TagretView, or better: around attractor head (last emitted dot), use reset to reposition the cam
    H) Move forward the TagretView position

    Other new features:

    • GloboToroid attractor (from a suggestion of Joe Carmon)
    • Synchronous OpenGL mode option (for slow GPU)
    • Speed up 30% DLA3D
    • More AO (ambient occlusion) accuracy: range check
    • Save clipping planes settings

    Fixes:

    • Now buffer stops exactly on the end
    • MacOS version now is fluid: resolved stuttering problems
    • Little issues with shadow and clipping planes
    • Problem with
    • Many minor bugs fixed

    Changes:

    • Attractors are identified by color (not anymore by symbols)
    • The selection identifies the attractor currently displayed
    • Some internal changes in emitter engine

    installation

    No installer provided / needed: just download the glChAoSP_release.zip binary archive (it contains all binaries for all O.S.) and decompress it in a folder whatever: only the internal directories structure must be preserved. Added tarball glChAoSP_release.tar.gz for Linux users: it's same but maintains executable attributes for binaries. Starting from 1.4.0 release, there are no more binaries in the source code repository. Please use last glChAoSP_release zip/tar.gz archive, with internal directory structure, or build the current WorkInProgress (WiP) release from source code (I am available for any problem).

    WebGL live / online version 1.5.0

    The WebGL/WebAssembly version is online at this link: wglChAoS.P

    With the new Attractors website pages you have full access to math formulas, computational code, and permit you to explore interactively any single attractor: AttractorsFormula Soon also

    *Please read the warnings and hardware/software requirement

    Source code(tar.gz)
    Source code(zip)
    glChAoSP_release.tar.gz(8.47 MB)
    glChAoSP_release.zip(8.30 MB)
  • v1.4.3beta(Dec 17, 2019)

    Adding save PNG file with transparent background, from this proposal:

    https://github.com/BrutPitt/glChAoS.P/issues/4

    This is a beta, with no other changes: only Linux and Windows binaries. The source files are not still synchronized.

    • left-shift+PrtScrn -> normal capture (without dialog)
    • right-shift+PrtScrn -> capture with transparent background (without dialog)
    • left-ctrl+PrtScrn -> normal capture (with save-dialog)
    • right-ctrl+PrtScrn -> capture with transparent background (with savedialog)
    Source code(tar.gz)
    Source code(zip)
    glChAoSP_release.zip(7.61 MB)
  • v1.4.2(Nov 21, 2019)

    New 11 unedited attractor types

    An absolutely personal and original transposition in 3D/4D of famous 2D attractors:

    | sShot_20191118_173632 | sShot_20191113_43629 | | :---: | :---: | | sShot_20191113_22737 | sShot_20191113_2269 | | sShot_20191112_04710 | sShot_20191113_22333 |

    Full descriptions, math formulas and code in the relative webpage: PopCorn, Mira, Hopalong and... now any single attractor is also explorable interactively via WebGL/WebAssembly directly from website.

    What's new in v1.4.2

    • 11 new attractors type
    • Added widget to change background color
    • Shadows have "automatic bias" regulation, in base to distance: it avoids the dark halo in far objects (the bias setting remains to fine tuning)
    • Added option for Slow GPU (Settings (F8) menu): it starts any attractor in PointSprite mode, that is faster of billboard, and with GLOW OFF (it's critical mostly in macOS), after the attractor is loaded you are free to select whatever you want: also BillBoard and GLOW
    • SlowMotion function for non chaotic attractors (dp/dt), to view the evolution and cyclicity (in beta: don't save yet the values)

    Changes

    • Object auto/idle rotation ON/OFF (default now is OFF): toggle idle continue object rotation with "G" key, or form View tools (F5) menu
    • Object PAN/move, with mouse, now use CTRL+rightButton (instead SHIFT+rightButton), to avoid conflict with WebGL release (Firefox uses SHIFT+rightButton for context menu and cannot be disabled)
    • Now the object is auto-placed in center of the view, when changing the Center of Rotation
    • Default window size, for the first execution is 1680x1024 (instead of 1280x1024): you can save size and position that you prefer from Settings (F8) menu

    installation

    No installer provided / needed: just download the glChAoSP_release.zip binary archive (it contains all binaries for all O.S.) and decompress it in a folder whatever: only the internal directories structure must be preserved. Added tarball glChAoSP_release.tar.gz for Linux users: it's same but maintains executable attributes for binaries. Starting from 1.4.0 release, there are no more binaries in the source code repository. Please use last glChAoSP_release zip/tar.gz archive, with internal directory structure, or build the current WorkInProgress (WiP) release from source code (I am available for any problem).

    WebGL live / online version 1.4.2

    The WebGL/WebAssembly version is online at this link: wglChAoS.P

    With the new Attractors website pages you have full access to math formulas, computational code, and permit you to explore interactively any single attractor: AttractorsFormula

    *Please read the warnings and hardware/software requirement

    Source code(tar.gz)
    Source code(zip)
    glChAoSP_release.tar.gz(8.58 MB)
    glChAoSP_release.zip(8.38 MB)
  • v1.4.0(Oct 21, 2019)

    What's new

    • Clipping planes
      • with/without boundary coloring, thickness and transparency
      • union or intersection between planes
    • Better shadows rendering/smoothing
      • possibility also to enable a bigger FrameBuffer for more accurate shadows ==> settings menu
    • DLA3D speedup (about 20%)
    • Default paths selection for PLY/CFG ==> settings menu
    • Default starting attractor (random or selected ==> settings menu)
    • wglChAoS.P
      • Better smoothed particles visualization

    Clipping planes shots

    | Boundary Coloring | w/o Boundary Coloring | | :---: | :---: | |sShot_20191021_135142a | sShot_20191021_135216 |

    | TWO planes | THREE planes | | :-----: | :----: | |sShot_20191021_134829 | sShot_20191021_13439|

    installation

    No installer provided / needed: just download the glChAoSP.zip binary archive (it contains all binaries for all O.S.) and decompress it in a folder whatever: only the internal directories structure must be preserved. ~In alternative clone the project form github or download master repository (it contains everything: source code and binaries).~ Added glChAoSP_OSX.zip: it's same but was zipped on OSX, Mac users choose this Starting from this release, there are no more binaries in the source code repository: sorry for the inconvenience, but they risk not being synchronized with also small changes in the GLSL shaders code. Please use last glChAoS.P release zip archive, with internal directory structure, or build the current WorkInProgress (WiP) release from source code (I am available for any problem).

    For a correct use/installation for a particular operating system, please read the main page: glChAoS.P

    WebGL live / online version 1.4.0

    The WebGL vesion is online at this link: wglChAoS.P now with touch screen support and new rendering engine Please read the warnings and hardware/software requirement

    Source code(tar.gz)
    Source code(zip)
    glChAoSP_140.zip(10.54 MB)
  • v1.3.1(Sep 2, 2019)

    with new, more accurate, rendering engine

    To more info go to main project glChAoS.P page or visit the glChAoS.P site

    What's new

    • New Rendering Engine
      • Availability (selectable) of DualPass Accurate Rendering with surface reconstruction from depth-Buffer
      • Ambient Occlusion for both rendering methods
      • Shadows for both rendering methods
      • note: AmbientOcclusion / Shadows / DualPassAccurateRendering features are NOT available when "blending" is active

    | DualPass | DualPass + AO | DualPass + AO + Shadows | | :---: | :---: | :---: | | | | |

    Watch the new rendering engine features in a Video Example

    • New 3D DLA (Diffusion Limited Aggregation)
      • Extended Import PLY function to resume the growth of DLA over any object

    | Thomas Attractor | DLA on Thomas Attractor | | :-----: | :----: | | | |

    Watch DLA3D Video Example or DLA3D over Thomas Attractor Video

    Available new EXPERIMENTAL wglChAoS.P - WebGL with new rendering engine

    | | | | :---: | :---: |

    *Please read the browser settings requirement (Windows Users)

    Note

    • Linux executable is no longer compatible with Ubuntu 16.04 concurrently with the end of the support (April 2019), but the compatibility remains at source code level: you can compile to build your executable.
    • wglChAoS.P (WebGL version): for expensive use of GL resources, Shadows / AO / DualPass Accurate Rendering features are not currently available on WebGL release

    installation

    No installer provided / needed: just download the glChAoSP.zip binary archive (it contains all binaries for all O.S.) and decompress it in a folder whatever: only the internal directories structure must be preserved. In alternative clone the project form github or download master repository (it contains everything: source code and binaries).

    For a correct use/installation for a particular operating system, please read the main page: glChAoS.P

    WebGL live / online version 1.3.1

    The WebGL vesion is online at this link: wglChAoS.P now with touch screen support and new rendering engine Please read the warnings and hardware/software requirement

    Source code(tar.gz)
    Source code(zip)
    glChAoSP.zip(10.67 MB)
  • v1.3(Aug 29, 2019)

    with new, more accurate, rendering engine

    To more info go to main project glChAoS.P page or visit the glChAoS.P site

    What's new

    • New Rendering Engine
      • Availability (selectable) of DualPass Accurate Rendering with surface reconstruction from depth-Buffer
      • Ambient Occlusion for both rendering methods
      • Shadows for both rendering methods
      • note: AmbientOcclusion / Shadows / DualPassAccurateRendering features are NOT available when "blending" is active

    | DualPass | DualPass + AO | DualPass + AO + Shadows | | :---: | :---: | :---: | | | | |

    Watch the new rendering engine features in a Video Example

    • New 3D DLA (Diffusion Limited Aggregation)
      • Extended Import PLY function to resume the growth of DLA over any object

    | Thomas Attractor | DLA on Thomas Attractor | | :-----: | :----: | | | |

    Watch DLA3D Video Example or DLA3D over Thomas Attractor Video

    Note

    • Linux executable is no longer compatible with Ubuntu 16.04 concurrently with the end of the support (April 2019), but the compatibility remains at source code level: you can compile to build your executable.
    • wglChAoS.P (WebGL version): for expensive use of GL resources, Shadows / AO / DualPass Accurate Rendering features are not currently available on WebGL release

    installation

    No installer provided / needed: just download the glChAoSP.zip binary archive (it contains all binaries for all O.S.) and decompress it in a folder whatever: only the internal directories structure must be preserved. In alternative clone the project form github or download master repository (it contains everything: source code and binaries).

    For a correct use/installation for a particular operating system, please read the main page: glChAoS.P

    WebGL live / online version 1.3

    The WebGL vesion is online at this link: wglChAoS.P now with touch screen support and new rendering engine Please read the warnings and hardware/software requirement

    Source code(tar.gz)
    Source code(zip)
    glChAoSP_v13.zip(10.67 MB)
  • v1.2(Apr 8, 2019)

    Ver 1.2 with new particles lighting model rendering engine

    What's new

    • New particles (real-time) rendering engine with ray-march quality and same speed:
      • New lighting models: Phong / BlinnPhong / GGX
      • Light distance (control)
    • New configuration settings (before selected only at building time):
      • Calculus mode (single or separable thread)
      • Main buffer type (single mapped buffer or gpu buffer + support buffer)
      • Support buffer dimension
      • Limit of Max Number of Particles now is 267 Million (about 4GB)
      • Low / High precision
      • Program restart is no longer necessary to apply changes
    • Mouse wheel support for zoom/dolly
    • New Attractors: Dequan-Li, Multi-Chua II, Zhou-Chen, Mira3D (Mira 2D attractor ported on 3D)
    • FXAA improvement and optimization

    wglChAoS.P (WebGL version)

    • New changes are available also for WebGL version.
    • Correct a bug on "pointsprite" texture (upside/down rendering on lighted dots: flipped Y), afflicted only WebGL version.

    Note

    • Linux executable is no longer compatible with Ubuntu 16.04 concurrently with the end of the support (April 2019), but the compatibility remains at source code level: you can compile to build your executable.

    Executable installation

    No installation program is provided: just clone it form github or download master repository (it contains everything: source code and executables) or download the glChAoSP.zip binary archive (it contains all executables for all O.S.) and decompress it in a folder whatever: only the internal directories structure must be preserved.

    For a correct use/installation for a particular operating system, please read the main page: glChAoS.P

    WebGL live / online version 1.2

    The WebGL vesion is online at this link: wglChAoS.P now with touch screen support and new rendering engine Please read the warnings and hardware/software requirement

    Source code(tar.gz)
    Source code(zip)
    glChAoSP.zip(9.88 MB)
  • v1.1.1(Feb 13, 2019)

    Ver 1.1.1

    What's new

    • Import / Export cloud points from Data menu: load and save PLY file format (binary and ascii)
      • this feature must be yet fully tested
    • Auto restart emitter (when off) changing values or resizing circular buffer
    • Added low precision 16 bit float (in program settings) for textures, framebuffers and palette: speed up 30% rendering (mostly when glow/fxaa is on and with olden GPU)... but has less shades in particular when using glow effect

    wglChAoS.P (WebGL version)

    • Add touch screen support for tablet/smartphones
    • Add "intermediate buffer size" for better support mobile devices and slow CPU

    Note

    • 32 bit Windows version is not fully tested, prefer always the 64 bit one

    Executable installation

    No installation program is provided: just clone it form github or download master repository (it contains everything: source code and executables) or download the glChAoSP.zip binary archive (it contains all executables for all O.S.) and decompress it in a folder whatever: only the internal directories structure must be preserved.

    For a correct use/installation for a particular operating system, please read the main page: glChAoS.P

    WebGL live / online version 1.1.1

    The WebGL vesion is online at this link: wglChAoS.P now with touch screen support Please read the warnings and hardware/software requirement

    Source code(tar.gz)
    Source code(zip)
    glChAoSP.zip(11.80 MB)
  • v1.1.0(Jan 27, 2019)

    Ver 1.1

    What's new

    • New WebGL version via WebAssembly: now have all PointSprite options are available for WebGL version, like desktop one, and you can switch via "Alternative settings" to view also the desktop billboard saved settings
    • Adding hypercomplex fractals via IIM (Inverse Iteration Method): 12 in total.
    • Changed pseudo random generator to speedup stochastic IIM
    • Dot editor to change the appearance of the particles
    • Light improvement: adding light color and global intensity
    • Particles Size: now both Billboard and PointSprite have same size and the settigns are switchable (via I/i key) with no evident differences
    • Particles Size proportional: now particles size are proportional to window height (constant size is anyway settable via program Settings Dialog)
    • New QuickView Dir option added: allows to quickly select "additional" files stored in the ChaoticAttractors folder
    • New fast navigation keys: now you can scroll quickly between main formulas (arrow keys: Up/Dn) and/or stored files in ChaoticAttractors folder (arrow keys: Left/Right), without open a "fileDialog". Please read more in Help (F1) Dialog.

    Notes

    • For a bug fix on Distance Attenuation the particles may appear bigger in old personal saved files: simply resize the particles or change the "distance attenuation" factor, and re-save the file.
    • various internal changes and optimizations and minors bugs fix

    Executable installation

    No installation program is provided: just clone it form github or download master repository (it contains everything: source code and executables) or download the glChAoSP.zip binary archive (it contains all executables for all O.S.) and decompress it in a folder whatever: only the internal directories structure must be preserved.

    For a correct use/installation for a particular operating system, please read the main page: glChAoS.P

    WebGL live / online version 1.1.0

    The WebGL vesion is online at this link: wglChAoS.P Please read the warnings and hardware/software requirement

    Source code(tar.gz)
    Source code(zip)
    glChAoSP.zip(11.83 MB)
  • 1.1.beta2(Jan 15, 2019)

    Ver 1.1 beta2

    What's new

    • New WebGL version via WebAssembly, adding Light and Depth buffer
    • Adding hypercomplex fractals via IIM (Inverse Iteration Method): 12 in total.
    • Changed pseudo random generator to speedup stochastic IIM
    • Dot editor to change the appearance of the particles
    • Light improvement: color and global intensity
    • Bug fix on Distance Attenuation: now the particles may appear bigger in old saved files... for the moment only the defaults have been adequate.
    • New QuickView Dir option added: allows to quickly select "additional" files in the ChaoticAttractors folder, but for the issue described above they may appear incorrectly
    • various internal changes and optimizations
    • minors bugs fix

    Note

    • The IIM algorithm is in an initial draft and will undergo further changes: if you save a fractal, it may look different (only in appearance - I hope - and not in shape) in a later version
    • In OS X the hypercomplex fractals exploration is strangely slow (~excessively~ less, after changing random generator), maybe for the differences with OpenGL 4.5: on OS X and OpenGL 4.1 I use a CPU memory buffer instead of a direct VRAM access. Needs investigation.

    Warning

    These files contain only executables and binaries for Windows / Linux / OS X For a correct use/installation read main page: glChAoS.P

    If you are interested in the source code, simply clone or download the master branch from: glChAoS.P: it contains everything (source code and executables).

    The WebGL vesion is LIVE from: wglChAoS.P Please read the warnings and hardware/software requirement

    Source code(tar.gz)
    Source code(zip)
  • v1.1.beta(Jan 7, 2019)

    Ver 1.1 beta release

    What's new

    • New WebGL version via WebAssembly
    • Adding hypercomplex fractals via IIM (Inverse Iteration Method): 12 in total.
    • Changed pseudo random generator to speedup stochastic IIM
    • Started to add a way to change the dots aspect
    • various internal changes and optimizations
    • minors bugs fix

    Note

    • The IIM algorithm is in an initial draft and will undergo further changes: if you save a fractal, it may look different (only in appearance - I hope - and not in shape) in a later version
    • In OS X the hypercomplex fractals exploration is strangely slow (~excessively~ less, after changing random generator), maybe for the differences with OpenGL 4.5: on OS X and OpenGL 4.1 I use a CPU memory buffer instead of a direct VRAM access. Needs investigation.

    Warning

    These files contain only executables and binaries for Windows / Linux / OS X For a correct use/installation read main page: glChAoS.P

    If you are interested in the source code, simply clone or download the master branch from: glChAoS.P: it contains everything (source code and executables).

    The WebGL vesion is LIVE from: wglChAoS.P Please read the warnings and hardware/software requirement

    Source code(tar.gz)
    Source code(zip)
  • v1.1.alpha(Dec 28, 2018)

    Ver 1.1 alpha release

    What's new

    • Adding hypercomplex fractals via IIM (Inverse Iteration Method)
    • Changed pseudo random generator to speedup stochastic IIM
    • Started to add a way to change the dots aspect
    • minors bugs fix

    Note

    • The IIM algorithm is in an initial draft and will undergo further changes: if you save a fractal, it may look different (only in appearance - I hope - and not in shape) in a later version
    • In OS X the hypercomplex fractals exploration is strangely slow (~excessively~ less, after changing random generator), maybe for the differences with OpenGL 4.5: on OS X and OpenGL 4.1 I use a CPU memory buffer instead of a direct VRAM access. Needs investigation.

    Warning

    These files contain only executables and binaries for Windows / Linux / OS X For a correct use/installation read main page: glChAoS.P

    If you are interested in the source code, simply clone or download the master branch from: glChAoS.P: it contains everything (source code and executables).

    Source code(tar.gz)
    Source code(zip)
  • 1.01(Dec 18, 2018)

    Warning

    These files contain only executables and binaries for Windows / Linux / OS X For a correct use/installation read main page: glChAoS.P

    If you are interested in the source code, simply clone or download the master branch from: glChAoS.P: it contains everything (source code and executables).

    Ver 1.01: Some bug fixes + 11 new attractors dp/dt type

    Source code(tar.gz)
    Source code(zip)
  • v1.0(Dec 14, 2018)

    These files contain only executables and binaries for Windows / Linux / OS X For a correct use/installation read main page: glChAoS.P

    If you are interested in the source code, simply clone or download the master branch from: glChAoS.P. It contains everything: source code and executables.

    Source code(tar.gz)
    Source code(zip)
Owner
Michele Morrone
Software Engineer
Michele Morrone
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