New #Evergine 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.
https://www.nuget.org/packages/Evergine.Mocks/2022.9.28.2
Happy testing!
My workmates have just launched a new release of #Evergine, our cross-platform 3D engine for industrial needs, along with this really cool video which showcases many of the new features & improvements. Congratulations team!
https://www.youtube.com/watch?v=8iIeRzTa7Ck
Pst! Download it here! https://evergine.com/
#MetaQuestVR Passthrough support for the upcoming #Evergine release, tested in a Quest Pro.
Added support for the following #OpenXR extensions:
- XR_FB_passthrough
- XR_FB_triangle_mesh
#gamedev #mixedreality #virtualreality #openxr #evergine #metaquestvr
As a result, we use the same physic library on each platform supported by #Evergine (including
web in the next release😉).
This will allows our users to increase the interactivity in Web applications, now that we have #WebXR support.
I hope that you like this technical thread 🙂
So, let's talk about Physics...
In #Evergine we are using #BulletPhysics as our main physic engine. Bullet is a good open-source library maintained by
Erwin Coumans
To render with #WebGL in #Evergine, we are using
#emscripten and it's awesome EGL emulation.
This allows us to use exactly the same code in C# that we are using in our existing
#OpenGL integration (less code to maintain 😅)
https://emscripten.org/docs/porting/multimedia_and_graphics/EGL-Support-in-Emscripten.html
#opengl #emscripten #evergine #webgl
We're working to bring #BulletPhysic to Web in the next #Evergine Release 🙂
Now, a small demo using physic joints.
But, how are we doing that?
🧵Thread 👇
#blazor #net6 #dotnet #gamedev #evergine #bulletphysic