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Welcome to the NinevehGL's world!
NinevehGL is a 3D engine forged with pure Obj-C.
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Posts: 6


Fri, Jun 1 2012

I really need a method of doing explosions/particle effects. Also a way to render using lines.
0% like this - 0/0


Posts: 571


Sat, Jun 2 2012

In response to: @jonzawonza

Thanks for your suggestions. We consider your suggest in our priority list.

Here you can check our roadmap: http://nineveh.gl/docs/changelog/
0% like this - 0/0


Posts: 7


Thu, Jul 5 2012

In response to: @dineybomfim

I have a question...
will we able to apply local collision as shown in this video
from 4:25 to 5:00 .

I saw the road map.
you are going to include Physics and Geometry compression.

I just wants to know that will we apply this type of collision..

0% like this - 0/0


Posts: 571


Thu, Jul 5 2012

In response to: @ashskr1984


Well... that is not exactly "Collision API", it's more like Forces acting on a body.
Our physics API will not include Forces, at least not yet. By the way, such kind of interaction is something that take an incredible high processing time, usually you'll see that even a 3D modeling softwares takes several minutes to calculate such interaction.

So, for a real time 3D engine, is almost impossible to work with so high physics calculations. You can take a look at some incredible physics libraries, like Box2D and Bullet and you'll find that even those libraries don't make this kind of calculations, because it's too expensive for a real time rendering.

Answering your question directly:
Physics Forces calculations like in the video - No, probably we'll never make such kind of calculation.
Physics Interactions using just Bounding Boxes - Probably Yes.
100% like this - 1/1


Posts: 6


Wed, Oct 23 2013

In response to: @jonzawonza

Are you any closer to having particle effects?
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NinevehGL is a 3D engine built right on top of OpenGL ES and it uses all the programmable pipeline power, making it easy for you to create great application with shaders.

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