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── 99355 repos indexed ── | filtered by tag: #animation-system
hyprwm/Hyprland ★ 38804 2053 APPLICATION

Hyprland is a dynamic tiling Wayland compositor written in modern C++. It implements a wide range of Wayland protocols (XDG shell, layer shell, screencopy, input methods, color management, etc.) and provides a full desktop environment with OpenGL rendering, blur effects, animations, and Lua-based configuration. The architecture is a monolithic compositor with modular internal components: a protocol layer, desktop state management, layout algorithms (dwindle, master, scrolling, floating, Lua custom), input handling, rendering pipeline (pass elements, blur providers, window transformers), and IPC via Unix sockets. It includes a plugin system (hyprpm) and a test harness (hyprtester) for integration testing. The codebase demonstrates high craftsmanship with reusable patterns like an event bus, signal/slot system, typed config values, damage ring, and promise-based async IPC. It is actively maintained with frequent commits and a large community.

RATING: 9.6/10 MAINT: active DRIFT: low
▸ 5 reusable components found
niri-wm/niri ★ 28344 1192 APPLICATION

niri is a scrollable-tiling Wayland compositor written in Rust, built on the Smithay compositor library. It provides a dynamic workspace model with per-monitor vertical workspaces, an always-empty workspace at the bottom, and a tiling layout that supports floating windows, fullscreen, maximized, and tabbed modes. The compositor features a rich animation system (springs, easing curves), custom GLSL shaders for borders, shadows, blur, and window effects, and a comprehensive IPC interface for external tooling. It integrates with GNOME via D-Bus (screencasting, display config, accessibility) and supports PipeWire-based screencasting. Configuration is done via KDL files with live reload, includes, and merging semantics. The codebase is modular with separate crates for config parsing (niri-config), IPC protocol (niri-ipc), and visual tests (niri-visual-tests). It includes extensive unit, integration, snapshot, and property-based tests, as well as a visual test suite using GTK4. The architecture is a monolith compositor with well-defined subsystems for input handling, layout management, rendering, and protocol implementation.

RATING: 9.5/10 MAINT: active DRIFT: low
▸ 4 reusable components found
UIWidgets/com.unity.uiwidgets ★ 202 13 APPLICATION

UIWidgets is a Flutter-inspired UI framework for Unity that enables cross-platform app development within the Unity Engine. It consists of a C++ engine layer (modified Flutter engine) for rendering and a C# runtime layer providing widget libraries (Material and Cupertino), gesture handling, animation systems, and platform integration. The primary entry point is the UIWidgetsPanel component attached to a Unity Canvas, which hosts the UIWidgets view. The framework powers applications like Unity Connect App and Unity Chinese Documentation, featuring samples demonstrating widgets, animations, gestures, and platform-specific integrations. While the core framework exhibits strong architectural patterns, the codebase shows technical drift due to version-specific Unity tight coupling, platform fragmentation, and engine fork maintenance burdens.

RATING: 8.3/10 MAINT: maintained DRIFT: medium
▸ 2 reusable components found
rrika/cdcEngineDXHR ★ 318 17 APPLICATION

This repository is a reimplementation of the Deus Ex: Human Revolution Director's Cut (DXHRDC) game engine, created through manual decompilation and cleanup of the original binary, supplemented with debug information from a leaked Tomb Raider (2013) build (same engine family). It is not a matching decompilation and lacks automated resynchronization with the original binary. The engine requires original game assets (BIGFILE.* files) to run and provides core systems for rendering (DirectX 11 abstraction), audio (FMOD-based), animation (animation graph), game logic (object management, AI, player systems), input, UI (Scaleform via ImGui), resource management, and world streaming. The architecture is modular but monolithic, with a central game loop in cdcGameShell/MainG2.cpp. While the code shows evidence of structured design (interfaces, resource management, job system), it contains numerous TODOs, HACKs, and incomplete implementations, indicating ongoing work. Dependencies include DirectX 11 (or dxvk-native for Linux), FMOD, Dear ImGui, and miniz. The project is actively maintained with recent commits.

RATING: 6.5/10 MAINT: active DRIFT: low
▸ 5 reusable components found
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