EgoCS: An Entity (GameObject) Component System framework for Unity3D
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Updated
Apr 27, 2020 - C#
EgoCS: An Entity (GameObject) Component System framework for Unity3D
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Event queues built and compatible with Nordic Semiconductor's nRF5 SDK v12.3.0.
Sample of making queue for processing tasks based on InsterSystems Caché %SYSTEM.Event
Glory.Services.Core
📮 Iris: Server handling internal messaging and event system between ATX Services
High scalable, High available and Distributed Message Queue / Event Processing Framework.
Mentoring event loop.
VecDeque-like fast, unbounded, mpmc/spmc concurent FIFO message queue. Lockless reads, write-lock writes.
Delayed Queue implementation over Kafka
A simple menu tutorial system created via the Command Queue (Event Queue) pattern
Wrangler app that generates a log upon uploading a file to an R2 bucket
A light-weight JS library that queues up application events triggered by user activity occurring before the JS that will handle it has loaded.
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