Posts with #WaveEngine

#WaveEngine

Public posts on X that use #WaveEngine.

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  1. JavierCantonFerrero@jcant0n
    We are preparing a new sample based on #WaveEngine and #WinUI 3 to help companies add 3D content to their new apps. As soon as we release the new version we will publish it at:
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    41335
  2. Jorge Cantón Ferrero@jorge_magic
    I am working on the new Auto Exposure effect for #WaveEngine. Alex Tardif shows in his blog how to get the luminance average through the histogram, then we calculate the EV100 and exposure. Each frame is processed simulating the eye behavior. #gamedev
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    0918
  3. JavierCantonFerrero@jcant0n
    We are happy to release #WaveEngine 3.3 preview (codename Prelude). It is the last version before we enter in a new period. It allows developers to start creating new 3D #WinUI 3 applications today!
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    2916
  4. Evergine@EvergineTeam
    #WaveEngine 3.2 preview is now available, you can install it using the launcher app. ✅New dynamic shadows system. ✅Particle System GPU based. ✅Scene code generation. Read all about it here:
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    01311
  5. JavierCantonFerrero@jcant0n
    C# working on Web, one of the most amazing things I have seen over the last few years. We have created a WebGL2.0 binding and added templates for mono-wasm projects on #WaveEngine 3.0. #WebAssembly #netcore
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  6. Jorge Cantón Ferrero@jorge_magic
    I have been working together @jcant0n in the new Light shafts postprocessing effect for #WaveEngine 3.1. Our implementation is based on the Mateusz post about "Reverse engineering the rendering of The Witcher 3". This video is the first test :) #gamedev
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    1727
  7. David Ávila@davilovick
    These days I am working on @OpenXR integration in #WaveEngine. This is just a glimpse of the new upcoming features that we are working on. We hope that OpenXR becomes our API standard in #VR and #HoloLens development with WaveEngine.
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    01122
  8. JavierCantonFerrero@jcant0n
    Working with @jorge_magic to improve the directional light shadow on #WaveEngine based on the cascade shadow map technique with an interesting shader to compute the depth-bounds of the last frame depth buffer. This helps to improve the cascades range to get the maximum quality.
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    2622
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