Displaying 1 to 6 from 6 results

Gizmo - A Microservice Toolkit from The New York Times

  •    Go

Gizmo Microservice Toolkit toolkit provides packages to put together server and pubsub daemons with the following features like Standardized configuration and logging, Health check endpoints with configurable strategies, Configuration for managing pprof endpoints and log levels, Structured logging containing basic request information, Useful metrics for endpoints, Graceful shutdowns, Basic interfaces to define our expectations and vocabulary and lot more.

3D XNA Gizmo

  •    DotNet

A 3D XNA Gizmo usable for your Level Editor. Gizmo & EditorComponent are light-weight alternatives of the 3D Gizmo used in Core Engine ( http://coreenginedev.blogspot.com )

gizmo - GizmoJS is a simple, but extendable platform for building reusable front-end components

  •    Javascript

GizmoJS is a simple, but extendable platform for building reusable front-end components. It is similar to jQuery UI's Widget factory - but without the reliance on jQuery, and with an emphasis on creating components as extendable "classes" as opposed to jQuery plugins.GizmoJS also provides functionality similar to that of AngularJS directives, without requiring you to commit to the full AngularJS stack. In other words, GizmoJS allows you to attach specific behavior to a specific DOM element (or all future elements of a specific type). More information on that can be found below.

gizmo - OGM

  •    Python

Gizmo is a lightweight asynchronous Python 3.5+ Object Graph Mapper (O.G.M.) for the Tinkerpop Rexster graphs. Gizmo starts and ends with Gremlin/Groovy. It is made up of entity, mapper, query, request, response, and other objects whose job is to convert pure Python to a Gremlin/Groovy string to be executed on a server.




tinygizmo - :triangular_ruler: An immediate mode 3D gimzo (translation, rotation, scale for scene editing) in ~1200 LoC

  •    C++

This project is a lightweight, self-contained library for gizmo editing commonly found in many game engines. It includes mechanisms for manipulating 3d position, rotation, and scale. Implemented in C++11, the library does not perform rendering directly and instead provides a per-frame buffer of world-space triangles. An included example is built on top of GLFW (with an OpenGL 3.3 context). Known limitations include hardcoded assumptions about a right-handed, Y-up coordinate system. While the gizmos are provided with vertex normals, the example does not perform any fancy shading. Furthermore, mouse-drag input with certain gizmos at extreme interaction grazing angles is known to produce anomalous output.