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Messages - NateS

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Graphics / Re: is it possible to draw indexed triangles?
« on: April 29, 2014, 01:28:00 am »
Cool, that's what I'm doing, just wanted to check that I'm not missing something. Thanks!  8)

https://github.com/EsotericSoftware/spine-runtimes/blob/master/spine-sfml/src/spine/spine-sfml.cpp#L171

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Graphics / is it possible to draw indexed triangles?
« on: April 28, 2014, 11:48:26 pm »
I'm writing the Spine runtime for SFML and I want to render a mesh. I have an array of vertices and UVs and I have an array of vertex indices that describe the triangles I want to draw (eg 0,1,2 ,1,2,3 ,2,3,4 would draw 3 triangles). Is it possible to draw this way using SFML? For now I'm just specifying the vertices multiple times, but this isn't ideal.

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SFML projects / Re: Spine: 2D skeletal animation for games
« on: March 30, 2013, 06:13:51 pm »
Just an update since it's been a while, the SFML runtime for Spine has been done for quite some time. I'm getting rid of the C++ Spine runtime in favor of using the new C runtime, so SFML support has been updated to be based on that:
https://github.com/EsotericSoftware/spine-runtimes/tree/master/spine-sfml

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SFML projects / Re: Spine: 2D skeletal animation for games
« on: February 23, 2013, 03:00:22 am »
Got a Spine runtime for SFML working:
http://www.kickstarter.com/projects/esotericsoftware/spine/posts/411140
It still needs some work, to be broken out into its own project, etc but it works!

Only 18 hours left on the Kickstarter. :)

6
SFML projects / Re: Spine: 2D skeletal animation for games
« on: February 20, 2013, 10:38:46 pm »
There are a number of atlas formats, seen on the screenshot here (if you squint hard enough):
http://www.codeandweb.com/texturepacker
I like to use my own (free, OSS, no GUI (that is a feature!), configuration by convention) tool for texture packing:
http://code.google.com/p/libgdx/wiki/TexturePacker
Its format is line-based, though I think I will change it to JSON soon (now might be a good time before I write a C++ parser...). If SFML supported any standard format, that'd be nice since using an atlas is such a common task.
Edit: libgdx texture atlas format example:
https://github.com/libgdx/libgdx/blob/master/tests/gdx-tests-android/assets/data/uiskin.atlas
Edit2: libgdx texture atlas format parsing code:
https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/TextureAtlas.java#L97

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SFML projects / Re: Spine: 2D skeletal animation for games
« on: February 20, 2013, 09:05:44 pm »
Ok, thanks. Wanted to be sure before I wander off into the weeds. :)

@Laurent, yes, it's the loading of the atlas data I wanted to avoid writing myself, if something already exists.

8
SFML projects / Re: Spine: 2D skeletal animation for games
« on: February 20, 2013, 08:43:46 pm »
How are texture atlases handled in SFML? I don't see any in the SFML API, but maybe I missed it. Do I need to write my own, or maybe is there something (simple) out there that can read a standard atlas format?

9
SFML projects / Re: Spine: 2D skeletal animation for games
« on: February 19, 2013, 11:46:43 pm »
Thanks for the support guys! :) We've hit tons of stretch goals, Spine is going to be super awesome!

SFML runtime is almost done. Have all the pieces, just need to get them to play nice. :)

May I know which software did you use to create the interface? Thank you.
Sure, it uses libgdx, which has a 2D scene graph called scene2d. On top of that is scene2d.ui, which adds layout and GUI widgets to scene2d. Also used is TableLayout, which does table based layout for UIs.
https://code.google.com/p/libgdx/wiki/scene2d
https://code.google.com/p/libgdx/wiki/scene2dui
http://code.google.com/p/table-layout/
For full disclosure, I'm co-author of libgdx and sole author of TableLayout. :)

10
Graphics / Re: drawing quad efficiently for Spine
« on: February 17, 2013, 12:23:57 pm »
Great info, thanks for the jump start. Will see how far I can get today. I'm already calculating the vertices, so that is no problem. All I need to do is draw the little bastards! :)

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SFML projects / Re: Spine: 2D skeletal animation for games
« on: February 17, 2013, 03:06:38 am »
I just asked for some SFML help here. I've completed the generic C++ runtime but it's hard to tell if it is correct since there is no rendering. :) If SFML rendering isn't too hard, I'll just add support for that so I can easily test on the desktop.

12
Graphics / drawing quad efficiently for Spine
« on: February 17, 2013, 03:04:48 am »
I'm working on SFML support for Spine. I need to draw a number of textured quads (not rects!). What is the most efficient way to do this? Can I batch the drawing? Likely the textures come from a texture atlas. I am using SFML 2.0. I know little about SFML so I thought I'd ask what was most efficient since others will be using the Spine runtime I'm writing.

13
SFML projects / Re: Spine: 2D skeletal animation for games
« on: February 17, 2013, 12:59:39 am »
To integrate with Box2D you could have a few modes: 1) Each frame a Spine skeleton is posed with an animation, then the Box2D parts are positioned to match the bones. Physics don't control the body parts. 2) The Box2D parts are not posed with the animation and physics takes over, giving a ragdoll effect. 3) A mixture of this, eg animate everything but an arm that is injured.

You can export GIF, JPG, and PNG images and QuickTime and AVI videos, but you are right that this is not nearly as useful as using the animation data in your game with a skeleton system.

We want to help as much as possible to get Spine working on many game toolkits. Just throwing a JSON or binary spec at you and hoping for the best would not provide a very good experience. The libgdx and Corona code is available in the full version and can be used as a base or reference to build more runtimes. We are also working on generic runtimes for C++, AS3, Lua, JavaScript, C#, and Java.

We have been working on the generic C++ runtime (almost done!). This handles loading the data, provides a nice object model to manipulate the data (bone world positions, create animations programmatically, etc), can apply animations to a skeleton, and also blend animations. It does basically everything except rendering. So, for SFML support all that needs to be done is implement the rendering.

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SFML projects / Re: Spine: 2D skeletal animation for games
« on: February 16, 2013, 08:45:55 pm »
Awesome, thanks for backing us! :) We won't let you down!

15
SFML projects / Re: Spine: 2D skeletal animation for games
« on: February 16, 2013, 07:07:48 pm »
You're right that we should provide proper license terms. This isn't a very fun task of course and we've been super busy focusing on other things, but it is important so I went ahead and put up a license. It is described briefly and the full text is linked here:
http://esotericsoftware.com/spine-purchase/

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