#waveengine arama sonuçları

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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

AltairAgencja's tweet image. 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

Evrenselgundem's tweet image. 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

AvSourceNews's tweet image. #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…

plainconcepts's tweet card. Introducing…

youtube.com

YouTube

Introducing…


¿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-…

jcant0n's tweet image. 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-…

#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…

jcant0n's tweet image. 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

jorge_magic's tweet image. 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


The #waveengine 3.0 xunit tests for buffers and texture are working on @VulkanAPI now. #gamedev

jcant0n's tweet image. The #waveengine 3.0 xunit tests for buffers and texture are working on @VulkanAPI now. #gamedev

#WaveEngine uses forward rendering so all buffers in the image were generated in post-processing compute shaders. #gamedev

jorge_magic's tweet image. #WaveEngine uses forward rendering so all buffers in the image were generated in post-processing compute shaders. #gamedev

Good week doing cool stuffs and meeting awesome people #WaveEngine

davilovick's tweet image. Good week doing cool stuffs and meeting awesome people
#WaveEngine

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

dotnet's tweet image. 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

davilovick's tweet image. A lot of expectation in the @PlainConceptsEN booth. We have awesome #WaveEngine projects to show. #MSBuild2018
davilovick's tweet image. A lot of expectation in the @PlainConceptsEN booth. We have awesome #WaveEngine projects to show. #MSBuild2018
davilovick's tweet image. A lot of expectation in the @PlainConceptsEN booth. We have awesome #WaveEngine projects to show. #MSBuild2018
davilovick's tweet image. 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

jcant0n's tweet image. 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.

jcant0n's tweet image. 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.
jcant0n's tweet image. 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.
jcant0n's tweet image. 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

jcant0n's tweet image. 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.


First day back at work at 2020. Time to make a low level integration #WaveEngine + #HoloLens2

jcant0n's tweet image. First day back at work at 2020. Time to make a low level integration #WaveEngine + #HoloLens2

First results of point light shadows based on cubemaps for the new shadow system on #waveengine

jcant0n's tweet image. First results of point light shadows based on cubemaps for the new shadow system on #waveengine

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…

jcant0n's tweet image. 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

jorge_magic's tweet image. 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
jorge_magic's tweet image. 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
jorge_magic's tweet image. 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)

jorge_magic's tweet image. 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…

jcant0n's tweet image. 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

jcant0n's tweet image. 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

jcant0n's tweet image. Our #Vulkan backend now supports interesting things on #WaveEngine 3.0: compute, geometry and tessellation test shaders are all working now. #gamedev
jcant0n's tweet image. 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.

jcant0n's tweet image. 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

jorge_magic's tweet image. 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.

jorge_magic's tweet image. I'm working on new #WaveEngine low level API with #DirectX 11, #OpenGL 4.x and #OpenGLES 3.0 support.

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