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── 113404 repos indexed ── | filtered by tag: #bvh
adobe/lagrange ★ 299 30 APPLICATION

Lagrange is a comprehensive, modular geometry processing library developed by Adobe, written in modern C++ (C++17/20) with Python and JavaScript bindings. Its core data structure is `SurfaceMesh<Scalar, Index>`, which supports a flexible attribute system (vertex, facet, corner, edge, indexed). The library provides a wide range of algorithms: mesh cleanup (non-manifold resolution, degenerate removal), geometric queries (BVH/AABB trees, raycasting, fast winding numbers, geodesic distances via MMP/Heat/Flip), subdivision (Catmull-Clark, Loop, sqrt(3)), texture processing (filtering, stitching, dilation), UV mapping (xatlas-based unwrapping and repacking), Poisson surface reconstruction, and discrete differential geometry (principal curvatures, direction fields). It also includes I/O for many formats (OBJ, GLTF, PLY, FBX, STL, MSH, PCD), an interactive viewer built on ImGui/EnTT, and performance benchmarks. The codebase is well-structured with consistent patterns (options structs, explicit template instantiation via X-macros, TBB parallelism) and extensive test coverage (Catch2, pytest, compile-error tests). While there is some legacy API surface and a large dependency graph, the core modules exhibit high craftsmanship and are actively maintained.

RATING: 8.7/10 MAINT: active DRIFT: low
▸ 5 reusable components found
avitran0/deadlocked ★ 429 89 APPLICATION

deadlocked is a Linux-only Counter-Strike 2 cheat written in Rust, paired with a web radar stack. The `cheat/` crate (binary `deadlocked`) attaches to the running CS2 process via `process_vm_readv/writev`, resolves game offsets through a combination of pattern scanning (including an AVX2 path), ELF module parsing, and runtime schema walking, then exposes features including aimbot (ray-vs-hitbox intersection), triggerbot, RCS, no-flash, FOV changer, smoke manipulation, grenade alignment/lineups, hitmarkers, and an ESP overlay. The overlay is rendered in a transparent click-through X11 window via winit/glutin/egui_glow, with a separate settings window; mouse output is injected through a fake uinput device. Game state is snapshotted into types defined in the `shared/` crate, sent over TCP (postcard, versioned protocol) to the `server/` relay, and forwarded via WebSocket as JSON to the `radar/` Svelte+Vite frontend that renders live maps, players, entities, and grenade trails. Architecturally this is a four-crate monorepo with clean separation: cheat client, shared protocol crate, relay server, and web frontend. Thread-based component separation (UI message channel, game-manager loop, radar publisher) and a serde/TOML config system with per-weapon overrides show deliberate engineering. The most reusable pieces are the generic process-memory abstraction (`cheat/src/os/process.rs`) and the serialized BVH spatial index (`cheat/src/parser/bvh.rs`); the `shared/` crate is a good example of a versioned client/server/frontend data contract. Weaknesses are domain-inherent: hardcoded offsets and schema class names break with every CS2 update, several values are marked UNKNOWN/todo and are research-grade, and it pulls a dependency from a personal Codeberg repo. It also carries the usual cheat risks (game ToS violation, account bans) and a single-maintainer distribution model that rejects zip downloads and requires git clone.

RATING: 7.6/10 MAINT: maintained DRIFT: medium
▸ 4 reusable components found
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