Code Monkey home page Code Monkey logo

oceanproject's Introduction

This version is now depreciated. The new version: https://github.com/UE4-OceanProject/Environment-Project has mostly the same stuff, minus the bloat, and is better organised, and has many fixes, and will continue to be updated by the community (Hopefully)

If you are actually looking for the legacy Ocean Community Project, you can find the last updated on these branches https://github.com/UE4-OceanProject/OceanProject/tree/MASTER_LEGACY_FINAL_4.22

https://github.com/UE4-OceanProject/OceanProject/tree/MASTER_LEGACY_FINAL_4.25

oceanproject's People

Contributors

bluefalcon26 avatar burnrate avatar dotcamdev avatar evopulsegaming avatar iliags avatar nilsonflima avatar rbn3d avatar reapazor avatar rystills avatar taibsu avatar thezoc avatar tk-master avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

oceanproject's Issues

Issue with compiling on 4.8.3(Mac)

After downloading the 4.8 branch and attempting to open the project file in 4.8.3 on Mac, I get the warning:

Missing OceanProject Modules

The following modules are missing or built with a different engine version:
UE4Editor-OceanPlugin.dylib
Would you like to rebuild them now?

After choosing to rebuild, an error shows that the compile failed, and that I should rebuild from source manually. Any reason this is happening?

Thanks!

CompileFailure4.18

Compile Failure using ue4 4.18

1> Running UnrealHeaderTool "F:\UnrealProjects\OceanProject\OceanProject\OceanProject.uproject" "F:\UnrealProjects\OceanProject\OceanProject\Intermediate\Build\Win64\OceanProjectEditor\Development\OceanProjectEditor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed

1>EXEC : error : Couldn't find parent type for 'BuoyantDestructibleComponent' named 'UDestructibleComponent' in current module or any other module parsed so far.

1>EXEC : error : UnrealHeaderTool failed for target 'OceanProjectEditor' (platform: Win64, module info: F:\UnrealProjects\OceanProject\OceanProject\Intermediate\Build\Win64\OceanProjectEditor\Development\OceanProjectEditor.uhtmanifest, exit code: OtherCompilationError (5)).

1>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V140\Microsoft.MakeFile.Targets(41,5): error MSB3075: The command "F:\UnrealEngine\UE_4.18\Engine\Build\BatchFiles\Build.bat OceanProjectEditor Win64 Development "F:\UnrealProjects\OceanProject\OceanProject\OceanProject.uproject" -waitmutex" exited with code 5. Please verify that you have sufficient rights to run this command.
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========

Man Of War network synchronization issues

If you play with 2 people, one person driving the boat and the other not on the boat, turning will not be synchronized. The server will appear to turn correctly regardless of who is driving while the client will see the boat going straight.

The fix for this is to go into the blueprint's class defaults and set Net Update Frequency to 100 and Net Priority to 3.0. This is the same as the Fishing Boat's settings. Right now the values are 0.0001 and 1.0.

Landscape overtakes sea when looking from high above / distance

Using 4.16.2.
Implemented the ocean and ended up with quite a good result. However, the landscape seems to make the sea disappear when viewing from high altitude / far.
Low altitude / close range:
image
High altitude / long distance:
image

It happens at around 3,000 meters from the sea surface (upwards or sideways).
I checked in the OceanProject and it happens there too around 10,000 meters.

Do you have any idea what's the cause? Is it landscape or ocean settings?
Is there a way to fix this issues?

4.15 compatibility issue

Been trying to get this working on 4.15 with no luck, I can only get it running in 4.14.3, I'm using Zocs branch/build/thing...

When I open it in 4.14 and go to compile I get and Error Windows sdk v8.1 needed, I'm using Win10 and I've got VS 2015 installed.

When I go to convert the 4.14 project to 4.15 I get Project Files could not be generated ... followed by
"The following modules are missing or build with different engine version:
UE4Editor-OceanProject.dll
UE4Editor-OceanPlugin.dll
Would you like to rebuild them now

After clicking yes I get Starting build and then OceanProject could not be compiled, Try rebuilding from source manually.

When I try to open the project that has the plugin in it I get "Missing or incompatible modules, would you like to disable. Both yes and no lead to UE4 crashing/not opening the project.

Any help would be appreciated, thanks

Skeletal Mesh!

Hi!

See that skeletal mesh support, but did not find any mentions about that)
Just put skeletal mesh under Static mesh or there other way?
Cause all boats and ships is static mesh and component PawnCollisionMesh works only with StaticMesh(

Ocean materials are invisible

When I load up the project on 4.12/4.11 (only ones I have tested) the materials for the ocean are invisible, the textures assigned to the materials are visible but the materials are not.

I'm currently on a fresh install of unreal engine so I don't think that is the problem.

my specs are:
r9 280x oc
fx 6350
8 gb 1600ddr3 ram
2x2 tb hdd 7200 rpm

Thank you.

bug

Missing Files?

So basically I can't load Ocean Project as it's own project, get's stuck at 45% and wont load any further, so, i'm having to load everything on it's own, however, I don't have the following items:

Heightfog
PP_Global
PP_Underwater

Any idea why?

Package failure

Clean version of your project is unable to be packaged correctly (tried 4.10 - 4.12)

Program.Main: AutomationTool exiting with ExitCode=5

Fish Flocking Crashes Unreal

I'm having trouble with the BP FishManager. Unreal keeps on crashing whenever there is more than 1 Flock Type in the manager when I am in play mode. I'm currently using 4.12

Wakes missing on UT 4.17 and 4.18

Hi! Tested new Oceanproject for UT 4.17 and 4.18 and find problem that Wakes that generates after boats does not works fine(((

I think it cause modification of water... earlier in 4.15 Harpoon stucks in waves, sometimes... now it does not happens) but wakes works not fine(( And looks it somehow goes over lifespan time .... bp_wakes... just destroying afrer creation.... Any help???? That all heppens on main Island map!

Problems (And Fixes!) For UE4 4.13

I just updated my project to UE4 4.13 and tried to recompile the ocean plugin, but there were some compile errors. I managed to fix them by matching the deprecated variables to what I think are the new correct functions. I made a branch in my fork with all the changes in it, and would be more than happy to submit a pull request if a new branch could be opened up for 4.13.

Thank you for sharing this great project!

Compatibility with Unreal 4.14

Thank you so much for this water shader, it looks fantastic. I have a question though, due to baking lighting issues I was having in 4.12 I tried moving my project to Unreal 4.14 and it seems as though the water blueprint doesn't load, it's just blank. Is this technically possible to get running in UE 4.14? Thanks again!

Update plugin to 4.15

Please someone could update the plugin to version 4.15

(Or try to provide some version with necessary complements ) please

Transparency issue

Any transparent material that I look at in front of the ocean is getting masked by it.

image

Solving an N Wave Problem

OceanProject is, as far as I can see, currently set up to solve an 8 wave problem maximum.

It may be best to modify the code so that it either solves an 8 wave + an N wave problem or so that it solves only an N wave problem.
Creating an N wave problem will allow easier faking of features such as whirlpools, wakes, and spontaneous waves from some point.

Would there be a better way of adding waves to the system?
Perhaps it should be done by adding another wave set parameter to the system, but I don't think that 2 wave set parameters can directly interact right now.

Ocean Plugin in 4.17 compiled for 4.18

The Ocean Plugin on the 4.17 branch (the highest I can use), says its not compatible with 4.17.2, as its for version 4.18.

Do you have a 4.17 version

matinee problem

whatever matinee i make in the end a video with text ( like camera falling from the sky straight to the water that i didn't make it) is exported in the desktop

Map wave modulation

Modulation of the waves for level maps doesn't work on other levels when you build the game. maybe I'm missing something? it works on the island map, but for some reason it doesn't work for other maps.
image

in editor it works just fine..
image

Wave buoyancy mesh doesn't align in certain places

Severe wave misalignment when generating large waves (>5m) in certain areas (usually worst at 0,0). In other places mesh appears to be aligned and works well. Buoyant objects appear to be riding an invisible wave that doesn't match the visible wave.

Crashing when packaged

Hey would there be any reason why the game keeps crashing with this error

Ensure condition failed: !RigidActor->userData || !FPhysxUserData::IsGarbage(RigidActor->userData) [File:D:\Build++UE4+Release-4.12+Compile\Sync\Engine\Source\Runtime\Engine\Private\PhysicsEngine\PhysScene.cpp] [Line: 1063]

Also we are using this plugin in VR is there anything that would stop it working in VR

BP_Sky "Is Static" Feature

I implemented this at the blueprint level by adding to the beginplay/tick/construct checking for movability flags on the lights and just preventing any actual updates happening if they were not all set to movable. Allowed for custom time of day, with baked lights.

Just an idea - will look at a PR when done with project.

Optimalization

Hi! Again me and I need to ask about optimalization. As I tested having ocean in level and it drops my FPS from stable 60 to 20 - 10 and I have one of best gaming computers available so probably I did something wrong with setup. So if there are some variables that should stay on low values or something, because even with ocean old or others doesn't help so much.

with
withouth

Also I want to ask if I can donate you somewere because this awersome work that you did shouldn't be left without notice and reward :).

how do i check collision to ocean surface?

hello ?
i have some question about collision with ocean surface.
i want a water splash for gun fire and something.
Would you let me know this?
thanks!!

PS) there is a crash bug when change viewport to Top view ;)

How to control weather by button

Hello,
The Blueprint is quite complex and can you explain how I can control the weather via a button.
If I press 1 sun will rise
press 2 moon will rise and 3 for midnight.

Hide ocean in some locations

Is there a way to hide the ocean in some areas? Ex: My city is surrounded by the ocean, but some areas of the city, such a subway is below the sea level.

Waves are jumpy

Just cloned and compiled 4.18 and the latest Ocean plugin and in the IslandMap example, the waves are jumpy as the character is moving. It's like new animations are starting before the old ones finish or something, if that makes sense. Is anyone else experiencing this? If not, I'll try to post a video.

Works with Version 4.10

Not sure how alive this project is these days!
But it seems everything works under version 4.10 as well as it does under 4.9.
It may be worth noting in the docs.

Plugin needs to be recompiled

I'm using the 4.14.3 version of Unreal Engine.

I can't import the OceanPlugin or recompile it (always fails).
Any idea for how to get this work?

Thanks

How Do I add this to an existing Project?

I am very new to Unreal, and I don't know how to use this with an existing project.
I also don't know how to update this to a new engine version.
( I read something about recompiling in this thread, but I don't know where / how to do this.

I'd love it, if somebody could write some instructions!

4.17 Compatibility?

Hi
For a current AR project need to use the 4.17 build of Unreal. Can anyone tell me if theOcean Project is compatible with UE4.17?

If not, is there4 an ETA or possible alternative? Thanks!

Landacape Modulation not working on large landscape

I have a landscape made up of 9 tiled 2017x2017 landscapes using World Composition. I'm trying to use Landscape Modulation, but it's not doing anything. I'm using the landscape object and a texture that is 6041x6041. Does the ocean not support that large of a landscape?

BuoyantDestructible Component causes crash

Putting an Actor which has a BuoyantDestructible Component under water causes crash.

Access violation - code c0000005 (first/second chance not available)

PhysX3PROFILE_x64!physx::Scb::Body::addSpatialAcceleration() [d:\build\++ue4+release-4.18+physx_compile\sync\engine\source\thirdparty\physx\physx_3.4\source\physx\src\buffering\scbbody.h:521]
PhysX3PROFILE_x64!physx::NpRigidBodyTemplate::addSpatialForce() [d:\build\++ue4+release-4.18+physx_compile\sync\engine\source\thirdparty\physx\physx_3.4\source\physx\src\nprigidbodytemplate.h:370]
PhysX3PROFILE_x64!physx::NpRigidDynamic::addForce() [d:\build\++ue4+release-4.18+physx_compile\sync\engine\source\thirdparty\physx\physx_3.4\source\physx\src\nprigiddynamic.cpp:275]
UE4Editor_OceanPlugin
UE4Editor_Engine!FActorComponentTickFunction::ExecuteTickHelper< >() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\classes\gameframework\actor.h:3100]
UE4Editor_Engine!FActorComponentTickFunction::ExecuteTick() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\components\actorcomponent.cpp:794]
UE4Editor_Engine!FTickFunctionTask::DoTask() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\ticktaskmanager.cpp:273]
UE4Editor_Engine!TGraphTask::ExecuteTask() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:784]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:651]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:560]
UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:1330]
UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\ticktaskmanager.cpp:542]
UE4Editor_Engine!FTickTaskManager::RunTickGroup() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\ticktaskmanager.cpp:1454]
UE4Editor_Engine!UWorld::RunTickGroup() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\leveltick.cpp:760]
UE4Editor_Engine!UWorld::Tick() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\leveltick.cpp:1408]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build\++ue4+release-4.18+compile\sync\engine\source\editor\unrealed\private\editorengine.cpp:1659]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build\++ue4+release-4.18+compile\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:396]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3296]
UE4Editor!GuardedMain() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\launch\private\launch.cpp:166]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
UE4Editor!WinMain() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:210]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253]
kernel32
ntdll

Enabling/Disabling Ocean Plane (At Times) Causes Crash in 4.19 P1

During edit (not even PIE) turning on and off the ocean plane can cause a crash intermittently.
This may be limited to macOS.

Will further investigate, but just though I would dump in here for record.

FPlanarReflectionParameters::SetParameters(FRHICommandList&, FRHIPixelShader*, FSceneView const&, FPlanarReflectionSceneProxy const*) Address = 0x11a818e15 (filename not found) [in UE4Editor-Renderer.dylib]
FBasePassReflectionParameters::SetMesh(FRHICommandList&, FRHIPixelShader*, FSceneView const&, FPrimitiveSceneProxy const*, ERHIFeatureLevel::Type) Address = 0x11a48dafb (filename not found) [in UE4Editor-Renderer.dylib]
TBasePassDrawingPolicy<FUniformLightMapPolicy>::SetMeshRenderState(FRHICommandList&, FViewInfo const&, FPrimitiveSceneProxy const*, FMeshBatch const&, int, FDrawingPolicyRenderState&, TBasePassDrawingPolicy<FUniformLightMapPolicy>::ElementDataType const&, FMeshDrawingPolicy::ContextDataType) const Address = 0x11a5265f4 (filename not found) [in UE4Editor-Renderer.dylib]
int TStaticMeshDrawList<TBasePassDrawingPolicy<FUniformLightMapPolicy> >::DrawElement<(InstancedStereoPolicy)2>(FRHICommandList&, FViewInfo const&, FMeshDrawingPolicy::ContextDataType, FDrawingPolicyRenderState&, TStaticMeshDrawList<TBasePassDrawingPolicy<FUniformLightMapPolicy> >::FElement const&, unsigned long long, TStaticMeshDrawList<TBasePassDrawingPolicy<FUniformLightMapPolicy> >::FDrawingPolicyLink*, bool&) Address = 0x11a528315 (filename not found) [in UE4Editor-Renderer.dylib]
bool TStaticMeshDrawList<TBasePassDrawingPolicy<FUniformLightMapPolicy> >::DrawVisibleInner<(InstancedStereoPolicy)2>(FRHICommandList&, FViewInfo const&, FMeshDrawingPolicy::ContextDataType, FDrawingPolicyRenderState&, TBitArray<SceneRenderingBitArrayAllocator> const*, TArray<unsigned long long, TMemStackAllocator<0u> > const*, StereoPair const*, int, int, bool) Address = 0x11a527de6 (filename not found) [in UE4Editor-Renderer.dylib]
FDeferredShadingSceneRenderer::RenderBasePassStaticDataType(FRHICommandList&, FViewInfo&, FDrawingPolicyRenderState const&, EBasePassDrawListType) Address = 0x11a495b1d (filename not found) [in UE4Editor-Renderer.dylib]
FDeferredShadingSceneRenderer::RenderBasePassStaticData(FRHICommandList&, FViewInfo&, FDrawingPolicyRenderState const&) Address = 0x11a498aae (filename not found) [in UE4Editor-Renderer.dylib]
FDeferredShadingSceneRenderer::RenderBasePassView(FRHICommandListImmediate&, FViewInfo&, FExclusiveDepthStencil::Type) Address = 0x11a49586a (filename not found) [in UE4Editor-Renderer.dylib]
FDeferredShadingSceneRenderer::RenderBasePass(FRHICommandListImmediate&, FExclusiveDepthStencil::Type) Address = 0x11a494e28 (filename not found) [in UE4Editor-Renderer.dylib]
FDeferredShadingSceneRenderer::Render(FRHICommandListImmediate&) Address = 0x11a5895de (filename not found) [in UE4Editor-Renderer.dylib]
RenderViewFamily_RenderThread(FRHICommandListImmediate&, FSceneRenderer*) Address = 0x11add44e8 (filename not found) [in UE4Editor-Renderer.dylib]
TGraphTask<FRendererModule::BeginRenderingViewFamily(FCanvas*, FSceneViewFamily*)::EURCMacro_FDrawSceneCommand>::ExecuteTask(TArray<FBaseGraphTask*, FDefaultAllocator>&, ENamedThreads::Type) Address = 0x11adf5e3e (filename not found) [in UE4Editor-Renderer.dylib]
FNamedTaskThread::ProcessTasksNamedThread(int, bool) Address = 0x10a9d7b82 (filename not found) [in UE4Editor-Core.dylib]
FNamedTaskThread::ProcessTasksUntilQuit(int) Address = 0x10a9d63a8 (filename not found) [in UE4Editor-Core.dylib]
FTaskGraphImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type) Address = 0x10a9d24ee (filename not found) [in UE4Editor-Core.dylib]
RenderingThreadMain(FEvent*) Address = 0x1107dd655 (filename not found) [in UE4Editor-RenderCore.dylib]
FRenderingThread::Run() Address = 0x1107f38d7 (filename not found) [in UE4Editor-RenderCore.dylib]
FRunnableThreadPThread::Run() Address = 0x10aa4f44e (filename not found) [in UE4Editor-Core.dylib]
FRunnableThreadPThread::_ThreadProc(void*) Address = 0x10a9f8887 (filename not found) [in UE4Editor-Core.dylib]
_pthread_body Address = 0x7fff70fd76c1 (filename not found) [in libsystem_pthread.dylib]
_pthread_body Address = 0x7fff70fd756d (filename not found) [in libsystem_pthread.dylib]
thread_start Address = 0x7fff70fd6c5d (filename not found) [in libsystem_pthread.dylib]

Strange underwater material problem!!!

This is a strange problem。In my project, All the setting of the M_underwaterPP is same to origin project downloaded from githug。But in my project,there is no use when I drag this material instance to globlePostprocessVolume。However,it works well in downloaded project。I really need help!why The underwater material instance can't work ?I have drag Bp-underwater in to my level and finished all the settings。I am sure that this problem is due to underwater material 。but I don’t know how to solve this
problem。I really need help!

No Eclipse

I was playing with the project and the high accuracy sky. I noticed that the moon does NOT intersect path of the sun when the date is set to Aug 21 2017, and the lat/long coordinates are set to be in the path of totality for the real eclipse.

While I can play with blueprints to get the moon and sun to cross paths (basically just use the sun rotation function for updating the moon - a cheat, but it worked), the moon invariably ends up passing behind the sun, rather than occluding it from in front.

Any help/ideas would be appreciated.

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.