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── 99478 repos indexed ── | filtered by tag: #mesh-generation
prideout/par ★ 1015 76 APPLICATION

par is a collection of single-file C libraries, stb-style, focused primarily on graphics, geometry, and utility functionality. The code is not an end-user application; each header is the unit of delivery. To use a library, a consumer defines the corresponding IMPLEMENTATION macro before including the header, which expands the implementation into one translation unit. This imposes a straightforward integration model for C and C++ projects. Core shipped capabilities include procedural mesh generation (par_shapes), triangulation of streamlines and curves (par_streamlines), blue-noise sampling via recursive Wang tiles (par_bluenoise), circle packing for hierarchical bubble diagrams (par_bubbles), camera controls, easings, file caching with optional LZ4 (par_filecache), string blocks, spatial pruning (par_sprune), and an experimental marching-squares image-to-mesh converter (par_msquares), which the README explicitly marks as unmaintained. The test suite is unusually thorough for a header library: it builds with CMake, runs under gcc and clang through Travis CI, checks C/C++ linkage, and uses vendored LodePNG, LZ4, SDS, and cgltf to validate outputs and exercise edge cases. Though not a data-research repository, several algorithms are grounded in published research (e.g., Kopf recursive Wang tiles, Wang circle packing) and are implemented with reusable, self-contained patterns. The main risks are drift in vendored third-party code, some POSIX assumptions that can hamper Windows portability, and the deprecated par_msquares component. Overall, the code demonstrates strong craftsmanship in the single-header genre.

RATING: 8.4/10 MAINT: active DRIFT: medium
▸ 5 reusable components found
freezy/VisualPinball.Engine ★ 510 73 APPLICATION

VisualPinball.Engine is a comprehensive pinball simulation engine and Unity package for authoring and playing virtual pinball tables. It provides a complete pipeline for importing Visual Pinball (.vpx) files, generating 3D meshes and physics colliders for every playfield element (bumpers, flippers, ramps, rubbers, targets, etc.), and running a Burst-compiled physics simulation with collision detection, flipper mechanics, nudge, and game logic wiring (switches, coils, lamps). The codebase is structured as a Unity package with extensive editor tooling (inspectors, manager windows, asset browser, packaging system) and a runtime player. It is not a standalone application but a library/framework that integrates deeply with Unity's editor and runtime. The architecture is modular, with clear separation of concerns: data classes with BiffAttribute-based binary serialization, mesh generators, collider generators, API interfaces for game logic, and a packaging system for distributing tables as .vpe files. The code demonstrates high craftsmanship in physics simulation, mesh tessellation, and binary format handling, though some legacy components and editor coupling exist.

RATING: 8.2/10 MAINT: active DRIFT: low
▸ 5 reusable components found
gimli-org/pyGIMLi ★ 507 163 APPLICATION

pyGIMLi is a mature open-source geophysical modelling and inversion library, implemented as a C++ core with Python bindings. It provides mesh generation, finite-element solvers, data containers, and high-level manager classes for methods such as electrical resistivity tomography (ERT), vertical electrical sounding (VES), frequency-domain electromagnetics (FDEM), magnetics, gravity, traveltime, and spectral induced polarization. The library is not a GUI application; it is a programmatic toolkit with Python entry points, example scripts, and a console-app pattern in some managers.

RATING: 8.0/10 MAINT: active DRIFT: medium
▸ 6 reusable components found
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