Marcos Cobeña Morián · @MarcosCobena
9 followers · 29 posts · Server dotnet.social

New Mocks version!
- add fixed game time
It is a must to provide a fixed game time in MockWindowSystem.RunOneLoop() in order to make tests more deterministic.
- fix Camera3D.AspectRatio -1
The camera is updated now with the display settings, retrieving the correct screen size.

nuget.org/packages/Evergine.Mo

Happy testing!

#evergine

Last updated 1 year ago

David Ávila · @davilovick
10 followers · 9 posts · Server mastodon.gamedev.place

Exciting update for devs! 🚀
We're integrating and support in the next release, empowering you with advanced graphics and industry compatibility.



#evergine #metal #ios #iosdev #gamedev #metalapi

Last updated 1 year ago

Marcos Cobeña Morián · @MarcosCobena
8 followers · 21 posts · Server dotnet.social

My workmates have just launched a new release of , our cross-platform 3D engine for industrial needs, along with this really cool video which showcases many of the new features & improvements. Congratulations team!

youtube.com/watch?v=8iIeRzTa7C

Pst! Download it here! evergine.com/

#evergine

Last updated 1 year ago

David Ávila · @davilovick
10 followers · 8 posts · Server mastodon.gamedev.place

Passthrough support for the upcoming release, tested in a Quest Pro.

Added support for the following extensions:
- XR_FB_passthrough
- XR_FB_triangle_mesh

#gamedev #mixedreality #virtualreality #openxr #evergine #metaquestvr

Last updated 2 years ago

David Ávila · @davilovick
5 followers · 7 posts · Server mastodon.gamedev.place

As a result, we use the same physic library on each platform supported by (including
web in the next release😉).

This will allows our users to increase the interactivity in Web applications, now that we have support.

I hope that you like this technical thread 🙂

#webxr #evergine

Last updated 2 years ago

David Ávila · @davilovick
4 followers · 4 posts · Server mastodon.gamedev.place

So, let's talk about Physics...

In we are using as our main physic engine. Bullet is a good open-source library maintained by
Erwin Coumans

#bulletphysics #evergine

Last updated 2 years ago

David Ávila · @davilovick
4 followers · 3 posts · Server mastodon.gamedev.place

To render with in , we are using
and it's awesome EGL emulation.
This allows us to use exactly the same code in C# that we are using in our existing
integration (less code to maintain 😅)

emscripten.org/docs/porting/mu

#opengl #emscripten #evergine #webgl

Last updated 2 years ago

David Ávila · @davilovick
4 followers · 2 posts · Server mastodon.gamedev.place

First, is our cross-platform graphic engine, developed (almost) entirely in .NET

We want all the engine code to be ported to the web platform. For that purpose, we are using and , that help us to compile our engine to .

#wasm #blazor #net6 #evergine

Last updated 2 years ago

David Ávila · @davilovick
4 followers · 1 posts · Server mastodon.gamedev.place

We're working to bring to Web in the next Release 🙂

Now, a small demo using physic joints.

But, how are we doing that?
🧵Thread 👇

#blazor #net6 #dotnet #gamedev #evergine #bulletphysic

Last updated 2 years ago

jcant0n · @jcant0n
2 followers · 1 posts · Server mastodon.social

Exploring the concepts behind the MobileNeRF paper to be able to render (Neural Radiance Fields) in realtime inside our Studio, it is a great step forward to introduce this technology into real industrial projects where reality capture is the key.

#nerf #evergine

Last updated 2 years ago