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  • libdictenstein-4.0.0-rc.3
    High-performance dictionary data structures (trie, DAWG, double-array trie, suffix automaton, lock-free durable persistent ART) behind one trait API; pairs with liblevenshtein for fuzzy matching
    6 hours ago
  • rusting_engine-0.1.47
    A high-performance Vulkano-based 3D engine with GPU physics.
    6 hours ago
  • alien-platform-api-3.3.18
    Auto-generated Rust SDK for the Alien Platform API
    6 hours ago
  • crawlberg-browser-1.4.0
    Internal headless-browser fallback used by the crawlberg crawler. Not intended for direct use.
    6 hours ago
  • cu_vslam_rs-0.1.1
    Rust FFI for NVIDIA cuVSLAM visual odometry: raw bindings plus a safe Tracker wrapper. Requires a cuVSLAM SDK at build time (CUVSLAM_SDK_DIR); the repository's nix flake provides one per platform, including macOS via CuMetal.
    7 hours ago
  • rcal-2.1.0
    OMS Critical Abstraction Layer (CAL) implementation for Rust
    7 hours ago
  • chik_rs-0.29.0
    Code useful for implementing chik consensus.
    7 hours ago
  • rusting_engine-0.1.46
    A high-performance Vulkano-based 3D engine with GPU physics.
    7 hours ago
  • bevy-aqua-0.1.2
    Camera-centred ocean rendering for Bevy with Gerstner and FFT waves.
    7 hours ago
  • bevy-aqua-motion-0.1.2
    Motion-vector integration for Aqua's animated wave surfaces.
    7 hours ago
  • bevy-aqua-waves-0.1.2
    Aqua wave producers: Gerstner component bands and JONSWAP/FFT AnimWaves compute.
    7 hours ago
  • bevy-aqua-spray-0.1.2
    Budgeted Hanabi spray driven by Aqua wave and shoreline signals.
    7 hours ago
  • bevy-aqua-shore-0.1.2
    Aqua shoreline & bed domain: water-body registration and the global fields bake.
    7 hours ago
  • bevy-aqua-reflect-0.1.2
    Planar scene reflections for bevy-aqua water surfaces.
    7 hours ago
  • bevy-aqua-query-0.1.2
    Aqua gameplay probes: GPU-sampled water displacement and normals with async readback.
    7 hours ago
  • bevy-aqua-foam-0.1.2
    Aqua persistent foam: Crest-style simulation cascade, shoreline foam, and the foam shading module.
    7 hours ago
  • bevy-aqua-core-0.1.2
    Aqua cascade and material ABI, water-field types, bed map, shared render plumbing, and WGSL contracts.
    7 hours ago
  • bevy-aqua-geom-0.1.2
    Crest-style concentric ocean ring geometry for Aqua.
    7 hours ago
  • bevy_terminal_ratatui-0.7.0
    A Ratatui backend for the bevy_terminal Bevy terminal renderer
    7 hours ago
  • bevy_terminal-0.7.0
    A terminal scene model and renderer built on Bevy text, UI, and the render world
    7 hours ago
  • bevy-aqua-0.1.1
    Camera-centred ocean rendering for Bevy with Gerstner and FFT waves.
    8 hours ago
  • bevy-aqua-motion-0.1.1
    Motion-vector integration for Aqua's animated wave surfaces.
    8 hours ago
  • bevy-aqua-waves-0.1.1
    Aqua wave producers: Gerstner component bands and JONSWAP/FFT AnimWaves compute.
    8 hours ago
  • bevy-aqua-spray-0.1.1
    Budgeted Hanabi spray driven by Aqua wave and shoreline signals.
    8 hours ago
  • rich-clipboard-0.1.0
    Typed clipboard and drag-and-drop payloads: decode what a source offered, and publish the right set of flavors back
    8 hours ago
  • bevy-aqua-shore-0.1.1
    Aqua shoreline & bed domain: water-body registration and the global fields bake.
    8 hours ago
  • bevy-aqua-reflect-0.1.1
    Planar scene reflections for bevy-aqua water surfaces.
    8 hours ago
  • bevy-aqua-query-0.1.1
    Aqua gameplay probes: GPU-sampled water displacement and normals with async readback.
    8 hours ago
  • bevy-aqua-foam-0.1.1
    Aqua persistent foam: Crest-style simulation cascade, shoreline foam, and the foam shading module.
    8 hours ago
  • bevy-aqua-core-0.1.1
    Aqua cascade and material ABI, water-field types, bed map, shared render plumbing, and WGSL contracts.
    8 hours ago
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