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watermann420/README.md

Hi, I’m Yannis a developer and creator focused on building open, long term creative technology.

I’m the main developer behind MusicEngine, MusicEditor, and a custom GameEngine, forming an ecosystem that combines real-time audio, live coding, MIDI, visuals, and interactive systems.

My goal is to build powerful tools that are:

  • free and open source
  • technically solid and performance-oriented
  • flexible enough for music, games, tools, and experimental projects

These projects are developed independently, driven by curiosity, experimentation, and a strong belief in open ecosystems. I’m especially interested in bridging audio engines, game technology, and creative workflows in ways that are usually locked behind closed or expensive software.

MusicEngine and its related tools are still evolving, but they are built with long-term sustainability in mind prioritizing architecture, clarity, and creative freedom over short-term success.

Pinned Loading

  1. MusicEngineMusicEnginePublic

    Music Engine is a modular, open-source live-coding music engine written in C#. It combines code, MIDI, patterns, and real-time audio to enable flexible music production, live performance, and inter…

    C# 5

  2. MusicEditorMusicEditorPublic

    MusicEditor Music Code Editor MusicEditor is a companion editor for MusicEngine, optimized for coding and editing musical patterns efficiently. It combines modern, minimalistic design with real-tim…

    C# 4

  3. GameEngienGameEngienPublic

    A lightweight, open-source C# and C++ game engine designed for flexibility, modularity, and real-time development workflows.

    C++ 2

  4. MusicEngine.LibraryMusicEngine.LibraryPublic

    ommunity library for MusicEngine: free, offline‑friendly instruments, kits, and tools. Focused on easy script integration, no UI or network dependencies.

    C# 1

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
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watermann420/README.md

Hi, I’m Yannis a developer and creator focused on building open, long term creative technology.

I’m the main developer behind MusicEngine, MusicEditor, and a custom GameEngine, forming an ecosystem that combines real-time audio, live coding, MIDI, visuals, and interactive systems.

My goal is to build powerful tools that are:

  • free and open source
  • technically solid and performance-oriented
  • flexible enough for music, games, tools, and experimental projects

These projects are developed independently, driven by curiosity, experimentation, and a strong belief in open ecosystems. I’m especially interested in bridging audio engines, game technology, and creative workflows in ways that are usually locked behind closed or expensive software.

MusicEngine and its related tools are still evolving, but they are built with long-term sustainability in mind prioritizing architecture, clarity, and creative freedom over short-term success.

Pinned Loading

  1. MusicEngineMusicEnginePublic

    Music Engine is a modular, open-source live-coding music engine written in C#. It combines code, MIDI, patterns, and real-time audio to enable flexible music production, live performance, and inter…

    C# 5

  2. MusicEditorMusicEditorPublic

    MusicEditor Music Code Editor MusicEditor is a companion editor for MusicEngine, optimized for coding and editing musical patterns efficiently. It combines modern, minimalistic design with real-tim…

    C# 4

  3. GameEngienGameEngienPublic

    A lightweight, open-source C# and C++ game engine designed for flexibility, modularity, and real-time development workflows.

    C++ 2

  4. MusicEngine.LibraryMusicEngine.LibraryPublic

    ommunity library for MusicEngine: free, offline‑friendly instruments, kits, and tools. Focused on easy script integration, no UI or network dependencies.

    C# 1

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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watermann420/README.md

Hi, I’m Yannis a developer and creator focused on building open, long term creative technology.

I’m the main developer behind MusicEngine, MusicEditor, and a custom GameEngine, forming an ecosystem that combines real-time audio, live coding, MIDI, visuals, and interactive systems.

My goal is to build powerful tools that are:

  • free and open source
  • technically solid and performance-oriented
  • flexible enough for music, games, tools, and experimental projects

These projects are developed independently, driven by curiosity, experimentation, and a strong belief in open ecosystems. I’m especially interested in bridging audio engines, game technology, and creative workflows in ways that are usually locked behind closed or expensive software.

MusicEngine and its related tools are still evolving, but they are built with long-term sustainability in mind prioritizing architecture, clarity, and creative freedom over short-term success.

Pinned Loading

  1. MusicEngineMusicEnginePublic

    Music Engine is a modular, open-source live-coding music engine written in C#. It combines code, MIDI, patterns, and real-time audio to enable flexible music production, live performance, and inter…

    C# 5

  2. MusicEditorMusicEditorPublic

    MusicEditor Music Code Editor MusicEditor is a companion editor for MusicEngine, optimized for coding and editing musical patterns efficiently. It combines modern, minimalistic design with real-tim…

    C# 4

  3. GameEngienGameEngienPublic

    A lightweight, open-source C# and C++ game engine designed for flexibility, modularity, and real-time development workflows.

    C++ 2

  4. MusicEngine.LibraryMusicEngine.LibraryPublic

    ommunity library for MusicEngine: free, offline‑friendly instruments, kits, and tools. Focused on easy script integration, no UI or network dependencies.

    C# 1

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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watermann420/README.md

Hi, I’m Yannis a developer and creator focused on building open, long term creative technology.

I’m the main developer behind MusicEngine, MusicEditor, and a custom GameEngine, forming an ecosystem that combines real-time audio, live coding, MIDI, visuals, and interactive systems.

My goal is to build powerful tools that are:

  • free and open source
  • technically solid and performance-oriented
  • flexible enough for music, games, tools, and experimental projects

These projects are developed independently, driven by curiosity, experimentation, and a strong belief in open ecosystems. I’m especially interested in bridging audio engines, game technology, and creative workflows in ways that are usually locked behind closed or expensive software.

MusicEngine and its related tools are still evolving, but they are built with long-term sustainability in mind prioritizing architecture, clarity, and creative freedom over short-term success.

Pinned Loading

  1. MusicEngineMusicEnginePublic

    Music Engine is a modular, open-source live-coding music engine written in C#. It combines code, MIDI, patterns, and real-time audio to enable flexible music production, live performance, and inter…

    C# 5

  2. MusicEditorMusicEditorPublic

    MusicEditor Music Code Editor MusicEditor is a companion editor for MusicEngine, optimized for coding and editing musical patterns efficiently. It combines modern, minimalistic design with real-tim…

    C# 4

  3. GameEngienGameEngienPublic

    A lightweight, open-source C# and C++ game engine designed for flexibility, modularity, and real-time development workflows.

    C++ 2

  4. MusicEngine.LibraryMusicEngine.LibraryPublic

    ommunity library for MusicEngine: free, offline‑friendly instruments, kits, and tools. Focused on easy script integration, no UI or network dependencies.

    C# 1

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
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watermann420/README.md

Hi, I’m Yannis a developer and creator focused on building open, long term creative technology.

I’m the main developer behind MusicEngine, MusicEditor, and a custom GameEngine, forming an ecosystem that combines real-time audio, live coding, MIDI, visuals, and interactive systems.

My goal is to build powerful tools that are:

  • free and open source
  • technically solid and performance-oriented
  • flexible enough for music, games, tools, and experimental projects

These projects are developed independently, driven by curiosity, experimentation, and a strong belief in open ecosystems. I’m especially interested in bridging audio engines, game technology, and creative workflows in ways that are usually locked behind closed or expensive software.

MusicEngine and its related tools are still evolving, but they are built with long-term sustainability in mind prioritizing architecture, clarity, and creative freedom over short-term success.

Pinned Loading

  1. MusicEngineMusicEnginePublic

    Music Engine is a modular, open-source live-coding music engine written in C#. It combines code, MIDI, patterns, and real-time audio to enable flexible music production, live performance, and inter…

    C# 5

  2. MusicEditorMusicEditorPublic

    MusicEditor Music Code Editor MusicEditor is a companion editor for MusicEngine, optimized for coding and editing musical patterns efficiently. It combines modern, minimalistic design with real-tim…

    C# 4

  3. GameEngienGameEngienPublic

    A lightweight, open-source C# and C++ game engine designed for flexibility, modularity, and real-time development workflows.

    C++ 2

  4. MusicEngine.LibraryMusicEngine.LibraryPublic

    ommunity library for MusicEngine: free, offline‑friendly instruments, kits, and tools. Focused on easy script integration, no UI or network dependencies.

    C# 1

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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watermann420/README.md

Hi, I’m Yannis a developer and creator focused on building open, long term creative technology.

I’m the main developer behind MusicEngine, MusicEditor, and a custom GameEngine, forming an ecosystem that combines real-time audio, live coding, MIDI, visuals, and interactive systems.

My goal is to build powerful tools that are:

  • free and open source
  • technically solid and performance-oriented
  • flexible enough for music, games, tools, and experimental projects

These projects are developed independently, driven by curiosity, experimentation, and a strong belief in open ecosystems. I’m especially interested in bridging audio engines, game technology, and creative workflows in ways that are usually locked behind closed or expensive software.

MusicEngine and its related tools are still evolving, but they are built with long-term sustainability in mind prioritizing architecture, clarity, and creative freedom over short-term success.

Pinned Loading

  1. MusicEngineMusicEnginePublic

    Music Engine is a modular, open-source live-coding music engine written in C#. It combines code, MIDI, patterns, and real-time audio to enable flexible music production, live performance, and inter…

    C# 5

  2. MusicEditorMusicEditorPublic

    MusicEditor Music Code Editor MusicEditor is a companion editor for MusicEngine, optimized for coding and editing musical patterns efficiently. It combines modern, minimalistic design with real-tim…

    C# 4

  3. GameEngienGameEngienPublic

    A lightweight, open-source C# and C++ game engine designed for flexibility, modularity, and real-time development workflows.

    C++ 2

  4. MusicEngine.LibraryMusicEngine.LibraryPublic

    ommunity library for MusicEngine: free, offline‑friendly instruments, kits, and tools. Focused on easy script integration, no UI or network dependencies.

    C# 1

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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watermann420/README.md

Hi, I’m Yannis a developer and creator focused on building open, long term creative technology.

I’m the main developer behind MusicEngine, MusicEditor, and a custom GameEngine, forming an ecosystem that combines real-time audio, live coding, MIDI, visuals, and interactive systems.

My goal is to build powerful tools that are:

  • free and open source
  • technically solid and performance-oriented
  • flexible enough for music, games, tools, and experimental projects

These projects are developed independently, driven by curiosity, experimentation, and a strong belief in open ecosystems. I’m especially interested in bridging audio engines, game technology, and creative workflows in ways that are usually locked behind closed or expensive software.

MusicEngine and its related tools are still evolving, but they are built with long-term sustainability in mind prioritizing architecture, clarity, and creative freedom over short-term success.

Pinned Loading

  1. MusicEngineMusicEnginePublic

    Music Engine is a modular, open-source live-coding music engine written in C#. It combines code, MIDI, patterns, and real-time audio to enable flexible music production, live performance, and inter…

    C# 5

  2. MusicEditorMusicEditorPublic

    MusicEditor Music Code Editor MusicEditor is a companion editor for MusicEngine, optimized for coding and editing musical patterns efficiently. It combines modern, minimalistic design with real-tim…

    C# 4

  3. GameEngienGameEngienPublic

    A lightweight, open-source C# and C++ game engine designed for flexibility, modularity, and real-time development workflows.

    C++ 2

  4. MusicEngine.LibraryMusicEngine.LibraryPublic

    ommunity library for MusicEngine: free, offline‑friendly instruments, kits, and tools. Focused on easy script integration, no UI or network dependencies.

    C# 1

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
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watermann420/README.md

Hi, I’m Yannis a developer and creator focused on building open, long term creative technology.

I’m the main developer behind MusicEngine, MusicEditor, and a custom GameEngine, forming an ecosystem that combines real-time audio, live coding, MIDI, visuals, and interactive systems.

My goal is to build powerful tools that are:

  • free and open source
  • technically solid and performance-oriented
  • flexible enough for music, games, tools, and experimental projects

These projects are developed independently, driven by curiosity, experimentation, and a strong belief in open ecosystems. I’m especially interested in bridging audio engines, game technology, and creative workflows in ways that are usually locked behind closed or expensive software.

MusicEngine and its related tools are still evolving, but they are built with long-term sustainability in mind prioritizing architecture, clarity, and creative freedom over short-term success.

Pinned Loading

  1. MusicEngineMusicEnginePublic

    Music Engine is a modular, open-source live-coding music engine written in C#. It combines code, MIDI, patterns, and real-time audio to enable flexible music production, live performance, and inter…

    C# 5

  2. MusicEditorMusicEditorPublic

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    C# 4

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    A lightweight, open-source C# and C++ game engine designed for flexibility, modularity, and real-time development workflows.

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    ommunity library for MusicEngine: free, offline‑friendly instruments, kits, and tools. Focused on easy script integration, no UI or network dependencies.

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