David Ávila

@davilovick@mastodon.gamedev.place
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#Evergine Graphic Engine technical lead at Plainconcepts Research Team, and in my free time an enthusiast photographer/astronomer/modeller..

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

#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

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

EGL Support in Emscripten — Emscripten 3.1.26-git (dev) documentation

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