Organisation Profile
OPEN SOURCE CHANDIGARH
Open-Source Chandigarh is a student-driven tech community at Chitkara University dedicated to making open-source accessible to everyone. We bring together like-minded learners to collaborate, contribute and grow through experiences and interactions. OSC regularly hosts tech events, expert sessions, challenges, coding cups and hackathons,creating a space where every student can explore technology, build skills and become part of the open-source ecosystem. Our motto, 'Learn. Foster. Express. Because Open Source is fun.' reflects our passion towards Open Source, technology and community spirit.

PROJECTS
Orycon (Event Management System)
Orcyon is a comprehensive platform built with Next.js, Node.js, and MongoDB to help college societies plan, organize, and execute events with ease. It streamlines everything from content creation and social media scheduling to logistics coordination and real-time attendance tracking. Designed for Students, Team Admins, and specialized teams, the system provides a centralized and intuitive workspace that enhances collaboration, automates repetitive tasks, and improves the overall efficiency of event management.
Problem Statement
College societies often struggle to manage events efficiently due to scattered tools for planning, content creation, social media, logistics, and attendance tracking. This Event Management System solves that problem by unifying all workflows into a single platform, enabling teams to collaborate smoothly while giving students an easy way to register and mark attendance. Although the system greatly improves coordination and execution, it currently lacks features like advanced analytics, automated social media publishing, and integrated payment handling. These enhancements are planned for future releases to further boost efficiency and scalability.
Focus Area
Backend Logic: Implementing advanced modules such as automated attendance processing, documentation generation, post-event analytics, and improved role-based access across teams. • UI/UX: Enhancing dashboards for each team, adding intuitive scheduling interfaces, improving the idea management flow, and refining the overall navigation for a smoother multi-team experience. • Technical Writing: Creating clear documentation for team workflows—covering event planning, content creation, social media scheduling, logistics management, and onboarding guides for new users.
Student Contribution Guide
The project will have two phases. Completing Phase 1 is required before moving to Phase 2, while Phase 2 is optional and can be completed if time permits. Phase 1: Implementation of New Core Features *In this phase, the student is expected to focus on backend and frontend development to deliver core system improvements. Features include: 1. Attendance Automation Enhancements: Implement improved logic for automatic attendance generation, walk-in detection, and streamlined QR-based verification. 2. Social Media Scheduler Improvements: Build features for calendar-based scheduling, automatic reminders, and version control for social posts (text, image, video). 3. Content Documentation Generator: Develop the automated documentation generation tool that compiles event details, speeches, and write-ups into structured reports. 4. Meeting Scheduler Expansion: Add multi-team invite support, RSVP tracking, and integration with common calendar formats. 5. Idea Box Upgrades: Implement voting, commenting, and category tagging, along with a cleaner moderation workflow for Team Admins. 6. Logistics & Feedback Analyzer: Enhance the analytics pipeline to process event feedback and provide post-event summaries using charts, sentiment indicators, or basic insights. 7. Hiring Portal Development: Develop the hiring portal with options to mark candidates as Selected, Maybe, or Rejected, and the ability to transfer applicants between teams Phase 2: Technical Writing and Knowledge Resources *This phase focuses on creating educational and onboarding materials for new users and teams across the system. 1. Team Workflow Guides: Write clear documentation explaining how each team (Organising, Content, Social Media, Logistics, Admin) should use the system for their daily tasks. 2. Feature Tutorials: Produce step-by-step guides for modules built in Phase 1—such as scheduling posts, generating documentation, running meetings, or analyzing feedback. 3. Event Management Handbook: Create a structured learning section with best practices for planning and executing events using the platform. 4. Student Onboarding Material: Write simple, visual guides showing students how to log in, register for events, and mark attendance via QR codes.
gitx
gitx is a Terminal User Interface (TUI) built with Golang to help you learn and interact with git. It provides a visual way to handle common git commands, making it easier for both beginners and experienced users to manage their repositories without leaving the terminal.
Problem Statement
Beginners often struggle with git commands when getting started with git and version control, gitx was developed to solve this very problem and provide a platform inside the terminal to provide a beginner friendly interface, which provides an abstraction over git, takes away the complexity and allows user to learn and use git more easily. While gitx provides a great overview of git repositories, currently it lacks granular control for advanced workflows (like staging specific lines) and the documentation on tutorials and guides is also lacking.
Focus Area
Backend Logic: Implementing new features to add more git operations to the Terminal User Interface • UI/UX: Enhancing the visual diff viewer and adding interactive elements. • Technical Writing: Writing documentation for the “Learn” section on how to use the TUI.
Student Contribution Guide
The project will have 2 phases, completing the first is necessary to move onto the second phase, while the second phase would be optional and can be completed if the time allows. Phase 1: Implementation of New Core Features *In this phase, the student would be expected to focus on coding and delivering the features listed on gitxtui.github.io/docs/contribute/roadmap; Also listed below: ● Repository Initialization: Implement the ability to initialize a new Git repository (like git init) directly from the startup screen or command menu if one doesn't exist. ● Safety Warnings: Add a confirmation and warning system for sensitive actions, such as initializing a repository in a non-empty directory or home folder. ● Improved Visual Diff Viewer: Refactor the MainPanel view to provide a clearer, syntax-highlighted, or side-by-side representation of file changes. ● Interactive Staging: Develop the functionality to select and stage specific lines or code hunks interactively from within the diff viewer. ● Custom Keybindings: Update configuration file logic to allow users to remap keybindings (currently hardcoded in keys.go). Phase 2: Technical Writing and Education Resources This phase focuses on documenting and helping new users learn git through gitx. ● 'Learn' Section Content: specific hands-on document series explaining how to use the TUI for various Git workflows. ● Feature Tutorials: Comprehensive guides and examples for the new features built in Phase 1 (e.g., 'How to interactively stage changes').
Pyre
Pyre is a custom-built, modular 3D graphics engine designed to bridge the gap between theoretical graphics programming and practical game engine development. It focuses on clean architecture, exposing the raw OpenGL pipeline while managing complexity through robust design patterns like ECS (Entity Component System).
Problem Statement
Many computer science students learn graphics theory—the mathematics of drawing a single triangle—but never cross the chasm to building a system robust enough to be called an 'engine'. *Solution Pyre addresses this by offering a robust codebase that exposes students to the raw OpenGL pipeline. It currently supports advanced features like Deferred-style architecture preparation, Stencil buffers, Framebuffers, Skyboxes, and Blinn-Phong lighting.
Focus Area
Engine Tooling: Building in-engine GUI (ImGui) tools for runtime debugging and scene manipulation. • Mathematics: Upgrading core systems from Euler angles to Quaternions. • Visual Fidelity: Implementing advanced post-processing (Gaussian Blur, Edge Detection) and lighting visualization. • Robustness: Creating error-safe asset loading pipelines to handle missing files gracefully.
Student Contribution Guide
We have categorized contribution tasks into three tiers based on complexity and the required background in Linear Algebra and C++. Tier 1: Beginner / Warm-up Focus: Input handling, Game Logic, and Basic Visual Helpers. ● Debug Toggle System: Implement a runtime toggle (e.g., binding the H key) to show/hide helper objects like light diamonds that currently clutter the view. ● Camera Speed Control: Implement dynamic camera speed adjustment (e.g., pressing + / - to increase/decrease speed) to assist with navigating large scenes vs inspecting details. ● Expanded Light Visualizers: Implement wireframe gizmos for Directional Lights (lines indicating sun direction) and Spotlights (wireframe cones indicating influence and cutoff). Tier 2: Intermediate (The 'Editor' Features) Focus: Library Integration, UI, and Buffer Manipulation. ● ImGui Integration (Primary Focus): Integrate the Dear ImGui library into the render loop to create a basic 'Inspector' window for changing light colors, intensity, and positions in real-time. ● Advanced Post-Processing: Implement Gaussian Blur (requires multi-pass rendering) and Edge Detection (Sobel Operator) for stylized/outline rendering. ● Asset Loader Hardening: Improve the Assimp model loader to detect missing texture files, log a warning, and load a default 'checkerboard' texture instead of crashing or showing errors. Tier 3: Advanced (Math & Algorithms) Focus: Linear Algebra and Complex Rendering ipelines. ● Quaternion Camera System: Upgrade the camera class from Euler Angles to Quaternions to eliminate Gimbal Lock and allow for true 6-DOF (Degree of Freedom) movement. ● Shadow Mapping: Implement the first pass of a Shadow Mapping system by rendering scene depth from the Light's perspective to a Framebuffer and using it to determine occluded fragments.
Ready to collaborate?
Join the community chat, review the issue tracker, and pick a project to start contributing. Mentors are available to help you scope your first patch.