#evergine — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #evergine, aggregated by home.social.
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I often get questions about how to build apps with 3D content with .NET MAUI, if you are looking you have to check Evergine! #dotnet #dotnetmaui #evergine
https://devblogs.microsoft.com/dotnet/dotnet-maui-3d-app-with-evergine/
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I often get questions about how to build apps with 3D content with .NET MAUI, if you are looking you have to check Evergine! #dotnet #dotnetmaui #evergine
https://devblogs.microsoft.com/dotnet/dotnet-maui-3d-app-with-evergine/
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I often get questions about how to build apps with 3D content with .NET MAUI, if you are looking you have to check Evergine! #dotnet #dotnetmaui #evergine
https://devblogs.microsoft.com/dotnet/dotnet-maui-3d-app-with-evergine/
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I often get questions about how to build apps with 3D content with .NET MAUI, if you are looking you have to check Evergine! #dotnet #dotnetmaui #evergine
https://devblogs.microsoft.com/dotnet/dotnet-maui-3d-app-with-evergine/
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I often get questions about how to build apps with 3D content with .NET MAUI, if you are looking you have to check Evergine! #dotnet #dotnetmaui #evergine
https://devblogs.microsoft.com/dotnet/dotnet-maui-3d-app-with-evergine/
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Today #Evergine managed to do what #Unity could not.
I have an Evergine solution, which targets either Windows or Web, and uses SignalR to communicate with a server.
I'm really impressed with the developer experience of Evergine so far.
Breakpoints in my .NET code are hit in Visual Studio, even when they're running in the browser, thanks to Blazor. Interacting with (objects in the) scene through code is idiomatic C#/.NET as well.
This is the happiest I've been using a 3D engine in years.
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Today #Evergine managed to do what #Unity could not.
I have an Evergine solution, which targets either Windows or Web, and uses SignalR to communicate with a server.
I'm really impressed with the developer experience of Evergine so far.
Breakpoints in my .NET code are hit in Visual Studio, even when they're running in the browser, thanks to Blazor. Interacting with (objects in the) scene through code is idiomatic C#/.NET as well.
This is the happiest I've been using a 3D engine in years.
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Today #Evergine managed to do what #Unity could not.
I have an Evergine solution, which targets either Windows or Web, and uses SignalR to communicate with a server.
I'm really impressed with the developer experience of Evergine so far.
Breakpoints in my .NET code are hit in Visual Studio, even when they're running in the browser, thanks to Blazor. Interacting with (objects in the) scene through code is idiomatic C#/.NET as well.
This is the happiest I've been using a 3D engine in years.
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Today #Evergine managed to do what #Unity could not.
I have an Evergine solution, which targets either Windows or Web, and uses SignalR to communicate with a server.
I'm really impressed with the developer experience of Evergine so far.
Breakpoints in my .NET code are hit in Visual Studio, even when they're running in the browser, thanks to Blazor. Interacting with (objects in the) scene through code is idiomatic C#/.NET as well.
This is the happiest I've been using a 3D engine in years.
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Today #Evergine managed to do what #Unity could not.
I have an Evergine solution, which targets either Windows or Web, and uses SignalR to communicate with a server.
I'm really impressed with the developer experience of Evergine so far.
Breakpoints in my .NET code are hit in Visual Studio, even when they're running in the browser, thanks to Blazor. Interacting with (objects in the) scene through code is idiomatic C#/.NET as well.
This is the happiest I've been using a 3D engine in years.
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#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 -
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
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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
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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
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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
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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 👇 -
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 👇 -
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 👇 -
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 👇