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Official continuation of Destination Sol, the great fun little arcade space shooter from http://sourceforge.net/projects/destinationsol/ Modules live at https://github.com/DestinationSol/

License: Apache License 2.0

Java 97.52% Shell 0.27% Batchfile 0.18% Groovy 2.02%
java game libgdx libgdx-game game-development android destination-sol hacktoberfest

destinationsol's Introduction

Destination Sol

Gitpod Ready-to-Code Discord

This is the official open source home for the arcade space shooter Destination Sol, originally started by Milosh Petrov and a small team on Steam and SourceForge

After receiving highly positive reviews launching as an indie title on Steam Milosh and the remaining team members wanted to focus on different projects, having made Destination Sol primarily to try out the involved technology.

A call was put out to the player community for a new maintainer, and open source was an option praised by many and already somewhat in place on Sourceforge. The open source group MovingBlocks behind Terasology stepped in to offer infrastructure and maintenance.

Milosh accepted our offer and supported us in moving the game onwards to its new home here on GitHub where we'll set up to accept contributions from anybody willing to help improve Destination Sol and expand on its gameplay.

Destination Sol is now officially licensed under the Apache 2.0 License (except soundtrack, see its section below) and available in source code form at GitHub.

You can download the game on Steam, get it in the Google Play Store, or download the very latest version from our build server (warning: latest build may be unstable)

Feel free to fork the project and contribute pull requests! You can visit a Destination Sol forum on the Terasology site if you have any questions or would like to discuss the game or contributing.

Gameplay

You start at the edge of a solar system as a pilot in a small ship. You are free to explore space, land on planets, fight with enemies, upgrade your ship and equipment, hire mercenaries, mine asteroids, and so on.

Enemy ships are orange icons, allies are blue. Enemies can be marked with a skull icon - beware! They are likely stronger than you. Improve your ship and equipment and fight them later!

Your ship has a certain number of hit points (your armor), which will recover if you have consumable repair kits in your inventory and stay idle for a short while. You may also have a shield that takes damage first. Each is vulnerable to different weapons, both on your ship and others.

Weapons and special abilities often need consumables to function (like Bullets or Slo Mo Charges) and take time to rearm.

You can destroy asteroids for easy money, even with the starting ship's ammo-less but weak gun.

Warnings get posted if you get close to dangerous ships or may soon collide with something on your current course. Blue dots along the edge of the screen indicate a planet is nearby.

Watch out about buying a new ship if you can only barely afford it - you might need to buy new compatible weaponry too!

Mercenaries will follow you around and should start with a compatible weapon again in v1.4.1. They'll pick up items as well and keep them, greedy little buggers! But then they drop everything again on death, so ...

Controls

Note: You can select either pure keyboard, keyboard + mouse, or controller (in the settings). Exact details may change over time. Below are the default key mappings (no mouse). You can change these in-game.

Main screen

  • [Space] - Fire main gun
  • [Ctrl] - Fire secondary gun (if equipped)
  • [Shift] - Use ship ability
  • [Left,Right] - Turn the ship
  • [Up] - Thrust. There are no brakes! You have to turn and burn to change direction or slow down
  • [Tab] - Show the map
  • [I] - Show inventory
  • [T] - Talk (interact with a station)
  • [ESC] - Menu / close screens

With map up

  • [Up, Down] - Zoom in and out on the map

With inventory up

  • [Left, Right] - change page
  • [Page Up, Page Down] - scroll up and down
  • [Space] - equip / unequip item OR buy / sell if talking to a station
  • [D] - discard selected item

Building and running from source

You only need Java 11 installed to run Destination Sol from source.

Run any commands in the project root directory (where you cloned / extracted the project to, using a command prompt / terminal).

  • Download / clone the source from GitHub
  • To run from the command line: gradlew run (on Linux you might need to use ./gradlew run)
  • IntelliJ should import the project automatically when you open the project directory
  • Distributions (Windows, Linux, Mac) can be created locally by running: gradlew distZipBundleJREs

For Android a little extra setup is needed. See instructions here.

Contributors

GitHub contribution stats Contribution Leaderboard

Apologies in advance for any omissions, contact Cervator if you believe you've been missed :-)

destinationsol's People

Contributors

0xpendi avatar adrijaned avatar andytechguy avatar arpitkamboj avatar askneller avatar avalancs avatar benjaminamos avatar cervator avatar darkweird avatar fearlesstobi avatar himiloshpetrov avatar isaaclic avatar isaiahblanks avatar linusvanelswijk avatar malanius avatar mpcs avatar mystic-slice avatar nailorcngci avatar nicholasbatesnz avatar noisedoll avatar oniatus avatar pollend avatar privatealpha avatar rulasmur avatar rzats avatar simonc4 avatar steampunkery avatar surajdatta avatar txrp0x9 avatar vampcat avatar

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destinationsol's Issues

Mouse Off Centre After Changing Resolution

I'm fairly certain these is the issue reported on Steam: http://steamcommunity.com/app/342980/discussions/1/535151589908633094/

Steps to reproduce

  1. Start the game with the settings that have: resolution 800 x 600, windowed, and with mouse control. These are the default settings.
  2. Change resolution to 1366 x 768 (or similar widescreen aspect ratio)
  3. Start a new game
  4. Move the mouse pointer to the right of the ship

Expected result:
The ship turns to the right

Actual result:
The ship doesn't turn to the right until the mouse is very far to the right.

Separate volume slider for music

Right now it is bundled with overall audio, but music really should be handled as its own thing so it can be higher or lower volume than other audio, or turned off if desired.

Game crash on attempted start

I played a bit on the $400 ship with one heavy slot, then bought a new ship and realized I should switch to mouse+kb to make handling multiple guns easier. I exited the game, then switched back and got the following error. The fancy new crash reporter prompted me to file an issue on github, so here we are.

Game Won't Start on Linux with Two Graphics Cards

Reported in Steam and chat via IRC: http://steamcommunity.com/app/342980/discussions/0/523890681410169922/

The user is using Linux Mint 17.1 64-bit and it was working in version 1.0.2. It looks like libGDX isn't returning any valid resolutions, hence the array out of bounds exception.

Edit: Turns out it's a bug in lwjgl 2.9.2 - see post below.

This is the exception that is thrown.
Exception in thread "LWJGL Application" java.lang.ExceptionInInitializerError
at com.badlogic.gdx.backends.lwjgl.LwjglGraphics.setVSync(LwjglGraphics.java:446)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:118)
Caused by: java.lang.ArrayIndexOutOfBoundsException: 0
at org.lwjgl.opengl.LinuxDisplay.getAvailableDisplayModes(LinuxDisplay.java:954)
at org.lwjgl.opengl.LinuxDisplay.init(LinuxDisplay.java:738)
at org.lwjgl.opengl.Display.(Display.java:138)
... 2 more

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Tutorial causes crash if controller support enabled

Found during initial testing of #49

Controllers: 1
#0: Afterglow controller for PS3
java.lang.ClassCastException: com.miloshpetrov.sol2.game.screens.ShipControllerControl cannot be cast to com.miloshpetrov.sol2.game.screens.ShipKbControl
at com.miloshpetrov.sol2.ui.TutorialManager.<init>(TutorialManager.java:40)

system resolution detection not listing max res

OS: PCLinuxOS, 64bit, KDE
Monitor: 1080p (1920x1080)
Game ver: 1.0.2

As I run a 64bit system, I cannot use the pre-compiled java. This may account for the detection routine not functioning correctly.

max res selectable in game: 1366x768
To achieve 1080p I had to input the resolution into the settings.ini manually.

Tweak tutorial to highlight items to drop, un-equip, and equip?

As noted in the newly posted Lets Play series on the Tutorial chapter the tutorial doesn't actually highlight valid items to drop, un-equip, or equip - despite the rest of the tutorial highlighting buttons really well. Probably because there's no guarantee valid items are present since the player can drop too much or something.

Maybe we can for the tutorial disable non-highlighted options so you can't get stuck in a bad state.

http://steamcommunity.com/sharedfiles/filedetails/?id=734348436

Audio related performance issue on Android

When I test on Android I get a fair amount of log spam like so:

08-27 00:04:03.461 17073-17098/com.miloshpetrov.sol2.android W/AudioTrack: AUDIO_OUTPUT_FLAG_FAST denied by client
08-27 00:04:03.680 17073-17098/com.miloshpetrov.sol2.android W/AudioTrack: AUDIO_OUTPUT_FLAG_FAST denied by client
08-27 00:04:03.898 17073-17098/com.miloshpetrov.sol2.android W/AudioTrack: AUDIO_OUTPUT_FLAG_FAST denied by client
08-27 00:04:04.428 17073-17098/com.miloshpetrov.sol2.android W/AudioTrack: AUDIO_OUTPUT_FLAG_FAST denied by client
08-27 00:04:04.453 17073-17098/com.miloshpetrov.sol2.android W/AudioTrack: AUDIO_OUTPUT_FLAG_FAST denied by client
08-27 00:04:04.517 17073-17098/com.miloshpetrov.sol2.android W/AudioTrack: AUDIO_OUTPUT_FLAG_FAST denied by client
08-27 00:04:05.234 17073-17098/com.miloshpetrov.sol2.android W/AudioTrack: AUDIO_OUTPUT_FLAG_FAST denied by client
08-27 00:04:05.371 17073-17098/com.miloshpetrov.sol2.android W/AudioTrack: AUDIO_OUTPUT_FLAG_FAST denied by client

I'm not sure if this was also present before the music was added, but it does likely go hand in hand with when I observed performance issues on Android with music playing (since I was paying attention at that point)

Probably need to do a bit of digging to actually understand what that means. Not a lot of Android activity right now, not in a big rush to investigate.

Split apart menu background + logo, update to new logo

TrekMarvel provided a set of nice new logos in the forum: http://forum.terasology.org/threads/a-brand-new-logo.1545

Trouble is without a pure black background any logo may look funny / clash with the black background. We should likely split apart the background from the logo, set the background image to fill the whole background of the menu, then add the logo as an overlay above the buttons.

I've tried updating the Android logos and such, that seems to work OK. May not have found the spot determining the icon for the windows on PC yet.

Game lag causes audio problems

I'm not sure if this is new with the soundtrack but it may be easier to detect now that there's more audio active.

Reported at http://steamcommunity.com/app/342980/discussions/1/352788552267722914/ specifically with the music going crazy on a Windows 10 system, happening some minutes into the game in laggy situations. Music playing in the menu is fine.

I experienced something similar while playing on Android and an enemy ship seemingly got stuck under the planet surface, yet it was still very eager to shoot me. Being that it was up against a wall the sfx from firing/landing hits were playing excessively and my phone nearly locked up from the lag with audio again sounding terrible due to the lag.

I wonder if there is something we can do to either limit audio being played if too much triggers or somehow isolate the playing somehow (background thread?) to where game lag won't kill it.

@SimonC4 and @Rulasmur - ping! Since the two of you worked with the MusicManager :-)

README Build instructions unclear

I have been interested in this project for a while but I am a C# developer who is fairly new to Java/IntelliJ and I have absolutely no idea what "run gradlew idea" means. Is there a terminal inside intelliJ? Am I supposed to run that from cmd.exe, powershell, or a bash terminal? Does it need to be run from the project's root directory or from anywhere? A google search was not particularly helpful.

Mercs do not shoot at enemies

I've been looking at this for a bit, and intend to fix it eventually, but if anyone's interested here are my notes so far:

  • The AiPilot class contains a Shooter
  • the Shooter does some math, but does not have guns
  • the Shooter sets a variable called myShoot
  • AiPilot::IsShoot() returns this variable
  • the Hull::update() function takes a Pilot as a parameter, and creates the projectiles if Pilot.IsShoot()
  • Merc creation involves making a FarShip, and a Guardian.
  • the Guardian has a HullConfig
  • the Farship has an AiPilot, and a HullConfig, as well as items and money
  • HullConfigs do not appear to shoot things
  • Hulls have GunMounts, life, ShieldFixtures, and HullConfigs
  • Hulls are only ever built for SolShips
  • FarShips have a function that builds and returns a SolShip called toObj, as part of the FarObj interface
  • This is called in ObjectManager::update()- apparently, FarObjs are just stripped-down things to reduce load.
  • When they get close, they convert to SolObjs, and back once they're offscreen. FarObjs delete themselves after a time delay.
    -After more inspection, it looks like the code asking mercs to shoot is good- I'll check the equip step next.

If anyone who is more familiar with the game notices something horribly wrong in there, please let me know :D .

Repair Item Lost On Restart

Each time you start a new game using your previous ship, you lose a repair item.

Steps to reproduce

  1. Have one repair item in your prevShip.ini file. An example file is below.
  2. Start the game using your previous ship.
  3. Remain idle for a few seconds.
  4. Exit the game. Use the exit buttons so the game is saved.
  5. Inspect the prevShip.ini file.

Expected result

The repair item remains in the prevShip.ini file as it was not used.

Actual result

The repair item has been consumed and is no longer in prevShip.ini file.

Example prevShip.ini file

hull=imperialSmall
money=360
items=rep a4 s4 blaster waveGun sloMoCharge sloMoCharge sloMoCharge plasmaGun plasmaClip unShieldCharge missileClip missileClip missileClip missileClip missileClip missileLauncher knockBackCharge

Mouse cursor hiding while idle not applied consistently

Came across this while testing mouse behavior but it is happily unrelated to anything tricky or technical.

I believe the cursor is meant to be hidden after a few seconds when in-game in keyboard-only mode, where it makes sense to hide the otherwise useless cursor while flying around. It'll appear again when you move the mouse so you can click the UI buttons as needed.

However, it also happens in the main menu when you're in keyboard-only mode, which is a bug. Conversely it doesn't happen in-game when in controller mode, which should probably work the same as keyboard-only (the cursor isn't used for aiming like in mouse+keyboard mode)

Equipment refactoring (player, mercenaries ..)

Partly documenting some existing issues here plus kicking off a place to start redesigning a better equipment system.

We initially did a round of improvements to fix #55 which @askneller figured out so now the player's config data, stored in prevShip.ini, can sort of handle a concept of slots - a specific weapon can be tied to the 1st and 2nd weapon slots in the save (IIRC the same was prepared for armor and shield, but there's only one of each of those at present)

That in turned derailed how templates for ship config were set up and either broke mercenaries equipping weapons or it had previously been broken, but it was really awkward anyway (dropping a weapon in space and hoping you can get the merc to pick it up) - that has been mostly sorted out by now, just merged #110 by @JGelfand so mercenaries shoot again, huzzah!

That then leads us to where you again likely can't make a mercenary equip-on-drop, which could be fixed in the short term but you as the player still have very little to go on to cleanly manage all that. We could possibly fix it up to where mercs would equip a new weapon dropped on them if valid, but after a game restart I suspect they'd reset, which now in theory should let them get back to shooting with their default starting weapon.

We need a way to start both improving saves and the way you equip things. Some/most of that may be better off waiting until after #92 is finished, although that alone won't get us Terasology style saves - that also involves the entity system.

Maybe in the meantime we could do something simple to bridge us forward. What if we could add a button to the Items screen that much like changing the active page would change the active target? So if you had mercenaries you could switch from your items screen to the mercenary's items screen. Then equip/unequip there would affect that one mercenary. To move items maybe new buttons "Move forward" and "Move back" which would transfer the item back and forward in the "chain" of available inventories?

At that point you'd still get a reset on game restart, but at least you'd have an easier way to move items around and picking what weapon a merc would use. You could even get the loot back your mercs so selfishly steal if you don't get it first! After #92 we could start looking at the concept of ship fitting a la EVE Online or something neato like that, as well as saving more than just the player's inventory between play sessions.

Asteroids can spawn inside of larger asteroids

I've come across an asteroid that was stuck within a much larger asteroid today, sadly bouncing around, unable to escape his captor.
I failed to get a screenshot, but maybe I'll come across one of those (space) oddities again (unless I find and fix the issue first, that is).

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Hired Merc Issue & map/damage issue

It is very difficult to equip your hired ships. (I am only able to do this by dropping my items and hoping it picks it up.) If you could interact with it's inventory like you do while shopping (But without prices of course) that would fix that.

Another issue (I think, it may be intentional) You cannot take damage from collisions while viewing the map. To test this I headed straight towards an asteroid belt and then viewed my map. once I heard the impact noise I got out of the map and had no damage where I should have taken about 7.

Signature:
I am not a person who knows how to code but I am rather swift in finding bugs in games. I will continue to look for bugs in future releases. To contact me via email(Since I don't check my account messages) @ [email protected]

After respawning, the wrong weapons are selected

I noticed that after respawning, both by restarting the game and by simply hitting "respawn" in the game menu, instead of the weapons I had used previously, the first two matching weapons in my inventory where equipped. I'm assuming that is unintended behaviour and I'll take a look.
I've only noticed this behaviour with the Hunter yet, but I'm reasonably sure that I never had the conditions described above present when I was using other ships. I will investigate further.

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Add option for frame limiting

I noticed my GPU goes up to 100% usage when running the game, even with the menu up and me working some window outside the game. Am expecting this is from no frame limiting in place although it would be good if somebody else could confirm/theorize.

Terasology has a frame limiter option that will accept up to 200 fps or even disable the limit. We should probably add something similar to DS, defaulted to 60 fps.

Game crash from failing to initialize audio device

Reported via Steam:http://steamcommunity.com/app/342980/discussions/1/611698195147641156/?tscn=1452510295#c451850468368003299

We've seen similar situations in the past with Terasology and it seems a common issue in general, see for instance https://bugs.mojang.com/browse/MCL-169 for similar issues with Minecraft. In this case the user can oddly enough run both Minecraft and Terasology with working sound. Maybe a difference between LWJGL and LibGDX's use of OpenAL?

Could also be that our code doesn't handle the failure as gracefully as it could. Maybe we can't fix the audio device (without an OpenAL upgrade or some similar bug fix) but at least we should be able to just disable sound and warn the user, but continue.

Bug: Changing ship from Hunter to default ship: null reference exception

The exception occurred at the starting port. I attempted to change to default ship and received the error in the attached screenshot. I was able to reproduce this a second time with the same prevship.ini. I"ve attached the screenshot and the prevship.ini containing the hunter ship configuration.

prevship.ini
hull=desertMedium
money=2104
items=bulletClip bulletClip bulletClip bulletClip bulletClip bulletClip bulletClip bulletClip bulletClip bulletClip bulletClip bulletClip bulletClip rep rep rep rep rep rep rep rep rep rep rep rep rep rep rep rep rep rep rep rep rep rep rep teleportCharge teleportCharge teleportCharge teleportCharge teleportCharge teleportCharge teleportCharge teleportCharge teleportCharge teleportCharge fixedGun a4 s3 fixedShotGun shellClip shellClip shellClip shellClip shellClip shellClip shellClip shellClip shellClip fixedGun plasmaGun plasmaClip plasmaGun s1 plasmaGun unShieldCharge s2 blaster

huntertodefaultship-nullreferenceexception

Unexpected key config can cause weird effects like secondary gun auto-fire on ANY key

To reproduce:

  1. Change ships to a Wasp (or any other ship which can equip two weapons).
  2. Equip two weapons.
  3. Leave all menus and start flying.

Expected: Secondary weapon fires when secondary fire key is pressed, or worst case only when an enemy is in range and in the firing arc of the weapon (e.g. when a blaster in the primary slot would normally auto-aim). Auto-firing the secondary weapon when there's a secondary trigger key in the controls should also only be enabled/disabled as an option, not forced behavior.

Actual: Depression and holding of any key (forward, left, right, etc.) causes the secondary weapon to fire continuously, as if the fire button were held down.

Observation: Weapons also seem to auto-equip in these ships when navigated to in the inventory screen, as if the fire button were held down. May be a separate issue, but seems to occur in the same circumstances (ship with more than one weapon slot).

Impact: This issue makes more advanced ships pretty useless and difficult to utilize. Only the blaster can be equipped as the secondary weapon; any other weapon will run out of ammunition in short order, and equipping a secondary weapon only when it should be fired is cumbersome and error prone.

EDIT: Oh. Observed in commit 7e0f824 on Git master branch, in KDE/Plasma5 on Arch Linux

Saving does not work on Android

Tried it out yesterday. No bombs for me on the next play session :-(

Probably should also change the "New Game" label to "Play Game" since the current approach actually hides the limited resume ability behind that button.

May be obsoleted by a more complete overhaul of save games.

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Add (and apply?) a consistent code style template

Currently most of the game's older code uses a mostly consistent but unconventional codestyle (2-space indentation, one-line if blocks and several other subtle issues), while the newer (or recently modified) classes tend to use IDEA's default style template. It would be nice to switch the entire project to a consistent codestyle, preferably Terasology's existing template.

Checklist

  • Add Terasology's code style file to the project.
  • Apply it as an IDE default via gradle.
  • Push a commit applying the code style to the entire project. Ideally all current pending contributions will be pushed before this so that they don't run into an overcomplicated git merge.

Star ports can spawn within each other

When the counterparts of two star ports are somewhat close to each other, those star ports can overlap in such a bad way that it's not possible to tell which one you end up in.
I'm guessing that this has to do with the general concept of the positioning of star ports in relation to their home planet, which may require some (but not too much) rethinking of said concept.

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Conversion of inventory system to numerical list

Items would be assigned slot numbers, ie 1-100 are equipped items, and 100+ are inventory items. This will allow us to have an inventory that the player can sort as they like in the future.

Set up Android build in Jenkins

Got the Gradle in place but I expect it'll take some effort both to prepare the Android SDK setup as well as finding a nice way to actually run the build without a multi-project workspace.

Terasology builds the applet (also a separated out "facade") by copying in a set of files from the main (engine) build in Jenkins then fetching other dependencies via Artifactory. Likewise for modules.

We'll need to make / update a gradle.properties for the Jenkins server to hold keystore info

Some related doc: http://tools.android.com/tech-docs/new-build-system/user-guide#TOC-Build-Tasks

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