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Zelex

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  1. I will when I have time, but right now I'm extraordinarily busy.
  2. I can post the source, but I believe we've decided to move to unity.
  3. A few more pieces of functionality I want to add. I want to be able to flip animations on the X & Y axis. I also want easier access to bones for particle effects and such. Update: nevermind w/ the flipping :) I already can flip by setting a negative scale.
  4. C++ lite, and yes :) its not all on a few lines of code. Its just well organized and condensed into the minimum functionality necessary to accomplish the task of loading, animating & rendering. I like simple interfaces :)
  5. weighing in at 338 lines of code, not including texture loading & the final quad rendering (but does include all the math to calculate quad verts) as I have those abstracted. It runs all the sample scmls I could find, including ones with bones quite well. Supports play once, looping, and mirrored animation playing. I'll see if I can spend some time at some point making it stand-alone so I can release it without releasing my entire code base along with it. If you really need it ahead of that, send me an email or pm.
  6. dramatically simpler. I looked at that code before I decided to do my own.
  7. I have a super simple spriter implementation I'm working on. Currently weighs in at just under 300 lines of code, but when I add in all the openGL stuff will probably bloat to about 500. I'm making it cross platform and what-not. Is there any interest from people in getting a dead-simple implementation that is easy to integrate and easy to understand? I'm currently making it for my own projects, but wondering if others might find it useful.
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