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Rolling your own OAuth token storage can be a security liability. Token Vault securely stores access and refresh tokens from federated providers and handles exchange and renewal automatically. Connected accounts, refresh exchange, and privileged worker flows included.
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A fork of Sauerbraten/Cube2 (sauerbraten.org) with several multiplayer modes, online map editing, dynamic mapmodel physics, enhanced particle effects, unique weapons and powerups, and more. This project is currently not under active development.
DamePlus is an OpenGL based checkers game including several game modes such as "Dame", "Dame International", "Wolf und Schaf" etc. Also for playing human vs. computer some AI is implemented.
Ride performance analysis from GPS data collected by Garmin Edge 305/205 or similar bicycle computers. You can chart the performance data of your ride such as speed and cadence, track totals from all your rides, view 3Drendering of your ride and more!
rayGina is a C++ operating-system independent raytracing library, which provides interfaces to extend the raytracing process while runtime and represents a framework for raytracing experiments/development of different components
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Sunflow is a rendering system for photo-realistic image synthesis. It is written in Java and built around a flexible ray tracing core and an extensible object-oriented design.
We have implemented a raytracer in both CTM and DirectX (through brook). On modern architectures the raytracer gets between 10 and 20 million rays per second on 300,000 polygon scenes.... and even more on quake levels and other scenes.
MD2 (Quake II Style) 3D model loader and animator for the C# XNA games development framework; includes demonstration/tutorial application. Developed on Microsoft C# Express 2005 and the Microsoft XNA Games Development Framework 1.0 Refresh release.
Ported to GitHub for consolidation/preservation:
https://github.com/aussieboosh/XNA-MD2-Model-Loader
osgHaptics is a C++ library that incorporates Haptics into the real-time scenegraph OpenSceneGraph. osgHaptics depends on OpenHaptics from Sensable Inc.
A C++ OpenGL GUI Toolkit. Visual output is customizable via CSS and style classes. Forms can be created via XUL (XML UI Language). There are builtin video drivers for GLX, WGL and SDL. Using dummy drivers, it is known to work with SDL, Glut, QT and GLFW.
Affogato is a plugin for Avid's Softimage XSI 3D animation package. It links XSI with high-end 3D renderers. It allows a great level of customization to fit into contemporary VFX pipelines. Currently Affogato only supports RenderMan-compliant renderers.
Unified Environment Handler that sits on OpenGLUT's head, processing collisions, friction, etc, as well as including extended lighting, shading, and anti-aliasing not native to OpenGLUT.
This project is a fork of the Irrlicht Engine with several add-ons and improvements,<getting the lastest advanced features in 3Drendering and a more complete Game Framework.
"Extreme Graphics Library" egl is a project which aims towards being a serious competitor to MesaGL. The main language will be C++, and it will be ported to all main platform. Developers are needed, please mail me: mail4johnvATyahooDOTcom
Realtime 3D game/visualization engine, written in C++, scriptable through Tcl/Tk, Python and Lua. Supports D3D and OpenGL for rendering, runs under Linux and Windows.
XEland (Cross Eye Landscape generator) is a Java/Swing program which generates 3D landscapes as stereo pair images for cross eye viewing. It can be used as simple texture generator too. Original XEland was a Gnome application written in C++.
GEM for Max/MSP is Max(cycling'74) external objects to render OpenGL-based graphics. This project is to port of GEM originally coded for pd (puredata).
This project simulates a multi-agent system (swarm) behavior both graphically and not. The purpose of this project is to research the properties suggested in "stability analysis of swarms" V.Gazi & K.M.Passino. Using the vpython library for 3D modeling
This is a top-down space-exploration game written in c++ using CodeBlocks and MingW. It uses Ogre for rendering and OgreOpcode for collision detection. The editing data files info is out of date, feel free to leave comments, crits, whatever here.
DisBlend (for distributed Blender) is a project to build a light system of distributed rendering for Blender 3D (www.blender.org). The client and servers are now written in Ruby 1.8