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Trixi.jl: Adaptive high-order numerical simulations of hyperbolic PDEs
Trixi.jl is a numerical simulation framework for hyperbolic conservation laws written in Julia. A key objective for the framework is to be useful to both scientists and students. Therefore, next to having an extensible design with a fast implementation, Trixi.jl is focused on being easy to use for new or inexperienced users, including the installation and postprocessing procedures.
Cluster is an easy map annotation clustering library. This repository uses an efficient method (QuadTree) to aggregate pins into a cluster. Create an object that conforms to the MKAnnotation protocol, or extend an existing one. Next, add the annotation object to an instance of ClusterManager with add(annotation:). Implement the map view’s mapView(_:viewFor:) delegate method to configure the annotation view. Return an instance of MKAnnotationView to display as a visual representation of the annotations. ...
Demonstrates a quadtree for spatial indexing of triangles
This C++ demo allows users to interactively explore a quadtree's behavior.
For this purpose the demo uses a quadtree data structure based on axis-aligned bounding boxes to speed up the search for triangles in a mesh. Depending on a search point all triangles of a quadtree's region are retrieved and relevant information about the search is shown.
Quadtree creation can be parametrized by three parameters:
- Maximum tree depth.
- Maximum number of triangles per region...
...Šimeček, Daniel Langr, Pavel Tvrdík), In Proceedings of 15th International Symposium on Symbolic and Numeric Algorithms for Scientific Computing (SYNASC 2013), 2013.
Minimal Quadtree Format for Compression of Sparse Matrices Storage (I. Šimeček, D. Langr, P. Tvrdik), In 14th International Symposium on Symbolic and Numeric Algorithms for Scientific Computing (SYNASC'2012), 2012.
This project exists as an archive for Crack.com's 3D FPS/Strategy/RPG game called Golgotha. Shortly after C.c's demise, a small band of developers attempted to bring the game to completion. Here lies their code too.
QuadTree JS is a library implemented in JavaScript for game developers whose want to reduce number of intersection detections in they games. It's licensed on LGPL v3.
A generic type QuadTree implementation in C# for use with XNA. This QuadTree can store any object that implements the interface IHasRectangle. This provides a means of accessing objects in a virtual space very quickly.
Development moved to: https://bitbucket.org/C3/quadtree/
LitTech is a 2D game engine framework which is programmed in Delphi and ASM. The engine relies on plugin usage to perform its tasks and is thus not internally bound to any hardware specifications. Pre-built plugins (e.g. DX9, FMODEx) are included.
A set of C++ containers, data structures, & utilities:
Stack-based STL-like containers (StackVector, StackMap, etc.).
Serialization, Interpolated Value, CircularBuffer, Quadtree, IntegralUnit, LocatedException
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OMG is an online 2-D Mesh Generator. Using Shewchuka Triangle (written in C) to generate DT and a Quadtree algorithm (written in php) to triangulate a PSLG. A few Import end Export functions are included. Using SVG to display meshes.
LET'S 3D! (Little Easy Techniques for Simple 3D) is a library that helps developers to create 3D games/apps in a few lines of python code.It features a lightwave loader,quadtree frustum culling,movement management,improved camera class etc. Check it out
2D, 3D object indexes (Quadtree, Octree, Quadtree with object radius indexation), fast geometry find functions, template classes with embedded 2D, 3D indexation and fast search features.
This demo will contain a bloom/glow shader, a perlin fire generator, motion blur shader, isosurfaces, heightmap terrain rendered with quadtree, reflection shader, doom3 model loader.
...Key features:
* Easy dealing with ranges, intervals
* Timers and callbacks
* Chains (for making chains of enemies, snakes, centipedes etc.)
* Some collision detection relevant stuff like SAT, Sweep and Prune, QuadTree-management, AABB computations, OBB computations, Point rotations, Braking convex polys in concav subpolies etc.