News

Here you will find all the news related to Evergine, and the most important news from the graphic and industrial sector.
May 04, 2022
DirectX and Vulkan Interop
Discover how to add Vulkan and DirectX12 available backends to Evergine Studio step by step with the source code and an example test.
February 16, 2022
Announcing Evergine’s 2022 first release
We are going to publish 2 major versions this year, the first one in February and the second one in September, and here you have the first with a lot of new features and improvements.
February 13, 2022
Prefabs additions & improvements
This new version of Evergine has added several fixed and improvements into the Prefab System. The most significant new features are the possibility of adding and removing components to a Prefab Instance entity and the option of adding components.
February 10, 2022
OpenXR and Meta Quest project template
This new version of Evergine comes with the ability to create immersive VR applications with the OpenXR standard and the possibility to deploy your project into a Meta Quest family device.
February 08, 2022
New Add-Ons interface
In the latest version of Evergine, we have integrated Add-Ons/packages management into Evergine Studio. You don’t have to add Add-Ons references manually editing your project file anymore!
February 06, 2022
Mixed Reality Toolkit Add-On
To improve the usability and ease of integration in new projects, one of the chosen features is our very own Mixed Reality Toolkit. Here are all the details!
February 02, 2022
Azure Remote Rendering Add-On
After some time working internally with ARR, we are making it publicly available in Evergine through our brand-new Add-Ons system.
November 30, 2021
How Wave Engine became Evergine | Renaming a brand
We analyze the whole process of renaming an already consolidated brand, from the name to the visual identity, using as an example the renaming of our graphic engine Wave Engine to the current Evergine.
evergine net6
November 16, 2021
Discover Evergine... more than ever!
We are thrilled to share all the cool things we built last year in our graphics engine. We started WaveEngine 10 years ago with a great team of professionals, we have learned a lot in all this journey and now we are ready to move forward with this project to the next level and that is why we have decided to rebrand this technology to Evergine with a clear vision: to create a great graphics engine based on the C# language to bring the latest advances on graphics computers to the industrial sector, to make it possible for companies to update or create new products with 3D content easier than before, and for them to offer it across a wide range of devices and platforms.
November 16, 2021
Prefabs
A prefab is an asset that contains a serialized entity and can be instanced in your scene. Evergine is adding an early version of our new Prefab system, with a core of new features while we’re working on adding new interesting ones in the short future. In this first version, we support the prefab creation and instancing, and we plan to add a full feature-complete editor in our next version.
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