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jonathanpmast

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  1. Hey Loodakrawa, Would you prefer feedback discussion in this thread or in the SpriterDotNet github repository? I have a question regarding creating Spriter Entities/Animations with Monogame. It's possible that the feature/monogame branch is just in flight but it looks like every time a new Animator gets created it is required that all of the associated assets (sounds and images) have to be registered with the animator. This seems like a lot of unnecessary looping in the scenario where lots of animations are being potentially created. i.e. every time a new animation gets turned on (even if if is the same as others in the current scene) we are going through the process of creating the collection of collections in SpriterAnimation that holds the mapping between the folder/file path and the asset itself. Wouldn't it make more sense to create this mapping once per scml/SpriteEntity and then associate the SpriterAnimation with the appropriate mapping? Forgive me if I'm missing something as I'm very new to Spriter and the Spriter API. Thanks in advance and thanks for all the work you're doing on this implementation! Edit: I believe what I'm describing is the flyweight implementation that @lucid leverages in the C++ implementation. With factories that are responsible for instantiating entity instances: EntityInstance *entityInstance = scmlModel.getNewEntityInstance(entityName or entityIndex); I may try to see if I can't take a swag at something like this in my fork.
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