Browse Kotlin Multiplatform libraries
index data from klibs.ioHelps create modern, visually appealing apps with intuitive rendering, precise layouts, and robust user input handling. Facilitates building and animating complex UIs for Web and Desktop.
Data visualization toolbox enabling consistent rendering across platforms. Offers modules for shapes, colors, interpolation, random data, easing, and more. Inspired by d3js and other libraries.
Lightweight 2D game engine enables creation of simple games with modular plugins for scaling, object management, audio, shaders, and physics. Offers tools like Scene Editor and Debug Menu.
A 2D text canvas for rendering in console applications, handling multi-character codepoints and ANSI control sequences for colored text output without overwriting issues.
Multiplatform drawing library offers a canvas and chart rendering framework for diverse environments. Explore documentation and APIs for detailed usage.
Liquid glass visual effects and runtime shader system for UI, enabling reusable fragment shaders, animated ripples and continuous rounded-capsule shapes with unified render-effect API.
Host Compose UI in a GLFW window, enabling smooth resizing, HiDPI/fractional scaling, native file pickers, custom cursors, file drops, and direct GPU context access for advanced rendering.
Core library for managing LED strips with features like abstract communication, animation definition, color handling, and emulation options for flexible LED control and animation.
Refracts live desktop pixels behind transparent app windows via native screen-capture and GPU lens shader; also supplies portable source/surface modifiers to render liquid-glass over app content.
Offers comprehensive graphics rendering solutions, including geometry processing, offscreen rendering, HUD creation, Wavefront OBJ support, and composable UI components, enhancing graphical application development.
Experimenting with UI APIs and patterns through a catalog app, showcasing interactive components like Media Control Sheet and shaders such as Color Split, Pixelate, and Noise effects.
Lightweight wrapper around RGFW exposing windowing, OpenGL-based rendering, and input handling with examples and easy dependency integration for rapid graphical application prototyping.
Real-time backdrop blur overlay capturing and blurring live content behind UI, offering uniform or variable per-pixel blur, gradients, blend modes, tinting, and GPU-accelerated performance.
Embed Compose UI into native windowing hosts, GPU Metal renderer for smooth resizing/scrolling, GraalVM native-image support, multi-window/multi-runtime, Gradle plugin automates native build.
Wraps MDK player for Compose Multiplatform, supporting various rendering methods. Features include media playback, but is still under development with pending platform support and API enhancements.
Type-safe DSL for building and rendering SVG graphics with composable UI integration, intuitive path DSL, gradients, clipping/masking, and first-class Kobweb web application support.
Interactive Jupyter notebook integration enabling deep-learning experimentation with type-safe tensors, inline image/Graphviz rendering, autograd graph visualization, SIMD-accelerated and quantized kernels.
Design system delivering UI components, modifiers, and themes — interactive media controls, shader-driven visual effects (color-split, pixelate, noise, warp), plus a browsable catalog app.
Converts agent cognitive signals into animated ASCII luminance, color ramps, particle physics and 3D wave surfaces via a strict layered, metadata-driven emitter pipeline emphasizing luminance-first physics.
Declaring and composing reusable shape models via a concise DSL, enabling geometric transformations, hit-testing, serialization, and lightweight rendering/export utilities for vector graphics.
Highly optimized, realistic digital glitch effect for text rendering with GPU shaders, customizable distortion, color-channel shifts, procedural noise, temporal animation, and minimal performance overhead.
2D runtime for Compose apps offering scene/entity/system architecture, camera-aware rendering, normalized input events, asset registry, and optional physics including Barnes–Hut gravity.