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Update release post;

bjorn 6 months ago
parent
commit
299e2fa888
1 changed files with 6 additions and 1 deletions
  1. 6 1
      guides/v0.18.0.md

+ 6 - 1
guides/v0.18.0.md

@@ -79,6 +79,8 @@ For dynamic objects with arbitrary shapes, `ConvexShape` is a new shape that rep
 hull" of a triangle mesh.  ConvexShape can be created from all the same things as MeshShape can, but
 hull" of a triangle mesh.  ConvexShape can be created from all the same things as MeshShape can, but
 it won't tank the performance of the simulation like MeshShape used to do.
 it won't tank the performance of the simulation like MeshShape used to do.
 
 
+<video controls loop disablePictureInPicture src="/img/v0.18.0/eggplant.mp4"></video>
+
 Also, it's possible to create copies of `MeshShape` and `ConvexShape`.  The copies will reuse the
 Also, it's possible to create copies of `MeshShape` and `ConvexShape`.  The copies will reuse the
 mesh data from the original shape, and they can have a different scale.  This makes it possible to
 mesh data from the original shape, and they can have a different scale.  This makes it possible to
 stamp out copies of objects with complex collision meshes without any frame hitches.
 stamp out copies of objects with complex collision meshes without any frame hitches.
@@ -135,7 +137,9 @@ physics-based animation rigs.
 A new `World:interpolate` function makes it much easier to implement fixed-timestep physics
 A new `World:interpolate` function makes it much easier to implement fixed-timestep physics
 simulation, where the physics loop is run at a different rate than the normal frame loop.
 simulation, where the physics loop is run at a different rate than the normal frame loop.
 
 
-Above, both simulations are running at 20Hz, but the version on the right uses `World:interpolate`
+<video controls loop disablePictureInPicture src="/img/v0.18.0/timestep.mp4"></video>
+
+Above, both simulations are running at 15Hz, but the version on the right uses `World:interpolate`
 to smooth out the collider poses between the last 2 physics steps.
 to smooth out the collider poses between the last 2 physics steps.
 
 
 Layers
 Layers
@@ -310,6 +314,7 @@ Community
 - There is a changelog now!  See `CHANGES.md` in the repository.
 - There is a changelog now!  See `CHANGES.md` in the repository.
 - There are new `x86_64` Android CI builds for Magic Leap 2.
 - There are new `x86_64` Android CI builds for Magic Leap 2.
 - immortalx made [ARKANOID EVO](https://github.com/immortalx74/arkanoid_evo), [freecell](https://github.com/immortalx74/freecell), and [sudoku](https://github.com/immortalx74/sudoku)
 - immortalx made [ARKANOID EVO](https://github.com/immortalx74/arkanoid_evo), [freecell](https://github.com/immortalx74/freecell), and [sudoku](https://github.com/immortalx74/sudoku)
+- josip pushed a major update to [chui](https://github.com/jmiskovic/chui), a diegetic UI library.
 - micouay wrote 2 blog posts: [Drag & drop in VR with
 - micouay wrote 2 blog posts: [Drag & drop in VR with
 LÖVR](https://micouy.github.io/drag-and-drop-in-vr-with-lovr/) and [My LÖVR workflow](https://micouy.github.io/my-lovr-workflow/).
 LÖVR](https://micouy.github.io/drag-and-drop-in-vr-with-lovr/) and [My LÖVR workflow](https://micouy.github.io/my-lovr-workflow/).
 - Udinanon made a gaussian splat viewer: [Gaussian Splatting viewer in OpenGL, using LOVR](https://martinoshelf.neocities.org/gaussiansplatting-in-lovr)
 - Udinanon made a gaussian splat viewer: [Gaussian Splatting viewer in OpenGL, using LOVR](https://martinoshelf.neocities.org/gaussiansplatting-in-lovr)