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#evergine — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #evergine, aggregated by home.social.

  1. 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

    devblogs.microsoft.com/dotnet/

  2. 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

    devblogs.microsoft.com/dotnet/

  3. 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

    devblogs.microsoft.com/dotnet/

  4. 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

    devblogs.microsoft.com/dotnet/

  5. 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

    devblogs.microsoft.com/dotnet/

  6. 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.

  7. Today managed to do what 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.

  8. 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.

  9. 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.

  10. 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.

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

    #iosdev
    #gamedev
    #metalapi

  12. #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

    #VirtualReality #MixedReality #GameDev

  13. 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 🙂

  14. 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 🙂

  15. 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

  16. 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

  17. 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 😅)

    emscripten.org/docs/porting/mu

  18. 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 😅)

    emscripten.org/docs/porting/mu

  19. First, #Evergine 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 #NET6 and #Blazor, that help us to compile our engine to #WASM.

  20. First, #Evergine 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 #NET6 and #Blazor, that help us to compile our engine to #WASM.

  21. 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 👇

    #GameDev #dotnet #net6 #blazor

  22. 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 👇

    #GameDev #dotnet #net6 #blazor

  23. 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 👇

    #GameDev #dotnet #net6 #blazor

  24. 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 👇

    #GameDev #dotnet #net6 #blazor