Stars
Zero-runtime Stylesheets-in-TypeScript
A logger for just about everything.
The fastest JSON schema Validator. Supports JSON Schema draft-04/06/07/2019-09/2020-12 and JSON Type Definition (RFC8927)
2D and 3D physics engines focused on performance.
Lerna is a fast, modern build system for managing and publishing multiple JavaScript/TypeScript packages from the same repository.
DOMPurify - a DOM-only, super-fast, uber-tolerant XSS sanitizer for HTML, MathML and SVG. DOMPurify works with a secure default, but offers a lot of configurability and hooks. Demo:
A framework for building native applications using React
Developer-first error tracking and performance monitoring
A simple and composable way to validate data in JavaScript (and TypeScript).
Convert CSS text to a React Native stylesheet object
🔨 The Framework *You* Control - Next.js & Nuxt alternative for unprecedented flexibility and dependability.
FFmpeg for browser, powered by WebAssembly
Konva.js is an HTML5 Canvas JavaScript framework that extends the 2d context by enabling canvas interactivity for desktop and mobile applications.
BullMQ - Message Queue and Batch processing for NodeJS and Python based on Redis
A vite plugin for processing html. It is developed based on lodash template
🎥 Make videos programmatically with React
✂️ Generates an image from a DOM node using HTML5 canvas and SVG.
The simplest way to create progressive web apps across platforms and devices. Start here. This repo is home to several projects in the PWABuilder family of tools.
Image assets from Clash Royale APK (image spirtes, logos, UI, etc)
A BVH implementation to speed up raycasting and enable spatial queries against three.js meshes.
Tools and IntelliSense for GLSL and WGSL.
Simple wrapper for cross-browser usage of the JavaScript Fullscreen API
Simple, secure & standards compliant web server for the most demanding of applications
SwissGL is a minimalistic wrapper on top of WebGL2 JS API. It's designed to reduce the amount of boilerplate code required to manage GLSL shaders, textures and framebuffers when making procedural v…