We are thrilled to bring you a new preview of Wave Egine.
The fourth preview comes with a lot of changes in the WebGL implementation. We have focused on improving the performance of this platform and adding experimental support for WebGL 1.0.
The main change is the use of Emscripten for calling EGL directly from C# and allowing the use of AOT when the project is built. This means a performance boost of up to 10 times.
Visual Editor in NetCore 3.1
We’ve worked hard to port the Visual Editor to NetCore 3.1, which will allow us to move to Net 5 when the stable release is launched.
Compute Shader and Render Doc Editor integration
Also, now the Visual Editor allows you to write Compute shaders and preview its changes on output textures, and also we’ve integrated RenderDoc for capturing frames and analyzing them.
Skinning with Compute Shaders
This version made possible to add Skinning in models using Compute Shaders in the supported platforms. This proved to be 4 times faster than our previous system, due to the amazing parallel performance.
Azure Remote Rendering