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Context for your AI agents
Crawl websites, sync to vector databases, and power RAG applications. Pre-built integrations for LLM pipelines and AI assistants.
Build data pipelines that feed your AI models and agents without managing infrastructure. Crawl any website, transform content, and push directly to your preferred vector store. Use 10,000+ tools for RAG applications, AI assistants, and real-time knowledge bases. Monitor site changes, trigger workflows on new data, and keep your AIs fed with fresh, structured information. Cloud-native, API-first, and free to start until you need to scale.
Juggling Lab is an open-source juggling simulation and animation software designed to visualize juggling patterns. It allows users to create, simulate, and analyze various juggling sequences, offering both 2D and 3D visualizations. Juggling Lab is highly customizable, supporting complex patterns and siteswap notation, making it a valuable tool for jugglers, performers, and enthusiasts looking to practice or study new routines.
Character animation system for games and simulations.
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* Steering - avoiding obstacles and moving objects
* Object manipulation - reach, grasp, touch , pick up objects
* Lip Syncing - characters can speak with simultaneous lip-sync using text-to-speech or prerecorded audio
* Gazing - robust gazing behavior that incorporates various parts of the body
* Nonverbal behavior - gesturing, head nodding and shaking, eye saccades
- Online and offline retargeting of motion
- Automatic skinning and rigging
SmartBody is written in C++ and can be incorporated into most game engines. SmartBody is developed at the USC Institute for Creative Technologies from the Character Animation and Simulation group: http://cas.ict.usc.edu
...Animator allows for more flexibility in the types of animation that can be performed, but gives up some convenience in order to do so. Specifically, animators allow for any type of animation or simulation to be performed for a single value. Simulated animations use a simulation function to power a physics-based transition. Simulation functions are types conforming to the SimulationFunction protocol. Values conforming to the VectorConvertible protocol can be animated by Advance. Conforming types can be converted to and from a Vector implementation.
JavaNect provides Java-based access to the OpenNI interfaces for piloting devices such as the Kinect. It uses JNA to communicate with the native libraries and drivers on all major platforms. JavaNect was designed for maximum performance.
Yeastar: Business Phone System and Unified Communications
Go beyond just a PBX with all communications integrated as one.
User-friendly, optimized, and scalable, the Yeastar P-Series Phone System redefines business connectivity by bringing together calling, meetings, omnichannel messaging, and integrations in one simple platform—removing the limitations of distance, platforms, and systems.
A 3-d Constraint-based multibody physics engine written in entirely Java, aimed at real-time capabilities. The user can model bodies, geometries, joints, and parameters. See http://code.google.com/p/jinngine/ for source code and development information.