🔭📷Continuing in my #Astrophotography summer, this is the Dumbbell Nebula (M27), the remnant of a star explosion.
Total integration time of 9.5 hours during 2 nights
#CielosESA
#Astronomy
🔭📷Continuing in my #Astrophotography summer, this is the Dumbbell Nebula (M27), the remnant of a star explosion.
Total integration time of 9.5 hours during 2 nights
#CielosESA
#Astronomy
#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
Finally, we need to build Bullet libraries for each Evergine platform that we want to support (Windows, Android, Web...)
In the case of Web, we are adapted the provided CMake scripts to use the #Emscripten toolchain, to produce the final Bullet #WASM libraries.
To use #BulletEngine in Evergine, we need to consume this C++ library into our C# engine.
And to perform this task, we are adapted BulletSharpPInvoke:
https://github.com/AndresTraks/BulletSharpPInvoke
This project provides a C# wrapper that make native calls to Bullet library using PInvokes.
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