#waveengine arama sonuçları
Wave Engine zaprezentowała bsl Scitor-P napędzany silnikiem falowym J-1. Ma to być tania alternatywa dla turbinowych silników odrzutowych. altair.com.pl/bsl-z-falowym-… @AltairAgencja #Bezzałogowce #WaveEngine
👋 Welcome Wave Engine Corp. to UST! Specializing in pulsejet engines for UAVs, Wave Enginge Corp. offer propulsion systems with high efficiency ready to revolutionize high-speed drone applications. Discover more ➡️ hubs.la/Q02Q5HyM0 #waveengine #technology #propulsion
Yeni bir İHA, tarihi “Pulse Jet” motorları 21. yüzyıla taşıyor Haberin Devamı İçin whatsapp.com/channel/0029Va… #WaveEngine #J1Motor #İHA #PulseJet #KamikazeDron
#NEWS | Wave Engine Corp has completed a flight demonstration of its new Wave Engine, a jet engine with no moving parts, to power a UAV. Read more at AviationSource! aviationsourcenews.com/general-aviati… #WaveEngine #jetengines #aviation #AvGeek
How is the whole process of renaming a brand? Find out in this post the process of #renaming an already consolidated brand, from the name to the #visualidentity, using as an example the renaming of our graphic engine #WaveEngine to the current #Evergine. evergine.com/renaming-brand…
evergine.com
How Wave Engine became Evergine | Renaming a brand - Evergine
We analyze the whole process of rebranding an established brand, from the name to the visual identity with an example.
¿Cómo Wave Engine pasó a ser #Evergine? Analizamos todo el proceso que lleva renombrar una marca ya consolidada, desde el nombre hasta la identidad visual poniendo como ejemplo el renaming de nuestro motor gráfico #WaveEngine al actual Evergine. plainconcepts.com/es/renaming-ma…
Hemos llevado nuestro motor gráfico Wave Engine a otro nivel y nuestro compañero @jcant0n te lo cuenta en este breve video. ¡#WaveEngine es ahora Evergine! ¡Sigue a @EvergineTeam y mantente al día de todas las novedades! 👀 youtube.com/watch?v=w1xiwu…
youtube.com
YouTube
Introducing…
¿Cómo construir proyectos wasm completos de WebAssembly en .Net6? ¿Cuáles son sus principales ventajas? ¡Descúbrelo en este post! @carnero, AI Reasearch Software Engineer en @WaveEngineTeam. #WaveEngine plainconcepts.com/es/blazor-weba…
plainconcepts.com
Master Blazor WebAssembly on .Net6 | Qué es Blazor
Te explicamos cómo construir proyectos wasm completos de WebAssembly en .Net6, los trucos y las ventajas para sacarle el máximo partido.
¿Conoces la historia de #WaveEngine, nuestro motor gráfico para industria y negocio? Descubre su evolución y mejores proyectos en este nuevo post. Y en breve... ¡os contaremos la próxima evolución del motor @WaveEngineTeam! #TransformaciónDigital #RA plainconcepts.com/es/historia-wa…
¡La versión #WaveEngine 3.3 (Prelude) ya está aquí! Incluye características nuevas y cambios internos que nos van a permitir mostrarte nuevas e increíbles características muy pronto. 👀 Descubrelo en este artículo de nuestro compañero @jcant0n. 👇👇 plainconcepts.com/es/wave-engine…
plainconcepts.com
Wave Engine 3.3 | Prelude
Wave Engine 3.3 Includes new features and a lot of internal changes that are going to allow us to show you amazing new features soon.
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! plainconcepts.com/wave-engine-3-…
En nuestro esfuerzo por colaborar entre el Equipo Mobile y Research, nuestro compañero @1Marcos2Cobena se ha encargado construir nuestro propio enlace .NET para el #MetalAPI de Apple. ¡Descúbrelo en este nuevo artículo! #WaveEngine #NET plainconcepts.com/es/metal-api-w…
plainconcepts.com
Bringing The Latest Metal API to Wave Engine
We built our own .NET binding for Apple's Metal API, updated with the latest releases, in order to take advantage of its benefits.
#WaveEngine looks interesting. Was it better than 3D engines made for games?
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: github.com/WaveEngine/UIW…
We are porting our #WaveEngine Wasm project type to @dotnet 6. Vanilla applications are not officially supported but we managed to create a layer on top of Blazor SDK and is works with great performance. Our colleague @carnero tells you more here: plainconcepts.com/wave-engine-we…
I keep working on new Raytracing support for the next #WaveEngine release. I am testing raytracing soft shadow and in this test is possible to see how does point light radius affects shadow. #gamedev
We are working to integrate AMD #FidelityFX in the next #WaveEngine release. FidelityFX allows you to render complex scenes in FullHD or 4K with a good performance. In this case, I tested FidelityFX with FullHD 1920X1080 output resolution in an Nvidia RTX 2060. #gamedev
Finishing the #ImGui extension on #WaveEngine of this library by @ocornut , it is now easy to use it on top of the engine for all our native graphics APIs supported: #DirectX #OpenGL #Vulkan #Metal
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.
I keep working on #Raytracing support for the next #WaveEngine release. I implemented a raytracing ambient occlusion test using multiples rays per pixel 4, 8, 16, and 32 to check the performance in real-time and it's so good. #gamedev
#WaveEngine uses forward rendering so all buffers in the image were generated in post-processing compute shaders. #gamedev
Did you want to develop games using .NET? Learn what .NET game engines, tools, and services are available for you when developing games: msft.it/6019TaAAc #dotnet #unity #waveengine #monogame #gamedev #godotengine #stride3d #csharp
A lot of expectation in the @PlainConceptsEN booth. We have awesome #WaveEngine projects to show. #MSBuild2018
Looks like our new @VulkanAPI graphics backend for #WaveEngine 3.0 has started to pass the unit tests. #gamedev
System.Runtime.Intrinsics is really awesome, you can use your own structs and boost it using SIMD to get the same performance than numerics or even better. Great job by @tannergooding and @fiigii. To use it on #WaveEngine 3.0 we need support in #NetStandard for these features.
The #WaveEngine 3.0 low level graphics API on #Directx12 backend is loading #GLTF models now. DescriptorTables are really hard but finally its works! #gamedev
Working on the new @renderdoc integration for #WaveEngine editor, this will help us when something gets difficult. We hope to have a public release soon.
I just published the source code of the compute shader raytracing test using the low level API of #WaveEngine 3.0, based on .@Peter_shirley 's book. #gamedev github.com/jcant0n/Comput…
In the last 2 months, I have been working with @jcant0n and @danielcaceresm on the new advanced post-processing effects and the new graph editor for #WaveEngine 3.0. And it is already starting to bear fruit :) #gamedev
Tessellation and Compute shader running on new #WaveEngine low level API (#DirectX 11 and #OpenGL 4.6 supported)
Here are the slides of my presentation at #Freakend 2019, preparing for #Vulkan. Enjoy! #waveengine slideshare.net/cKhronos/freak…
Most of our low level graphics API automatic visual tests are working on #vulkan backend now! #WaveEngine 3.0 #gamedev
Our #Vulkan backend now supports interesting things on #WaveEngine 3.0: compute, geometry and tessellation test shaders are all working now. #gamedev
After hard work to support DirectX 11/12, OpenGL/GLES and Vulkan it is time for #Metal 2. The Metal backend for #WaveEngine 3.0 on MacOS and iOS is passing our GLTF test, very happy with this progress.
I'm working with @jacano35 to migrate #WaveEngine libraries to #NetStandard 2.0 and use #MSBuild project SDKs, I love hot edit csproj :) #CSharp
I'm working on new #WaveEngine low level API with #DirectX 11, #OpenGL 4.x and #OpenGLES 3.0 support.
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