Zelex Posted June 23, 2013 Report Share Posted June 23, 2013 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. Quote Link to comment Share on other sites More sharing options...
Mike at BrashMonkey Posted June 23, 2013 Report Share Posted June 23, 2013 Sounds awesome Zelex! I'm sure lots of people will benefit greatly from this. Cheers, Mike at BrashMonkey Quote Link to comment Share on other sites More sharing options...
Trumgottist Posted June 23, 2013 Report Share Posted June 23, 2013 I haven't started implementing Spriter support in my game engine yet, so any code is interesting, particularly if it's C/C++. How does your code compare to the generic C++ API? Quote Link to comment Share on other sites More sharing options...
Zelex Posted June 23, 2013 Author Report Share Posted June 23, 2013 dramatically simpler. I looked at that code before I decided to do my own. Quote Link to comment Share on other sites More sharing options...
Trumgottist Posted June 23, 2013 Report Share Posted June 23, 2013 Dramatically simpler and still feature complete? I'm very interested! Quote Link to comment Share on other sites More sharing options...
Trixt0r Posted June 24, 2013 Report Share Posted June 24, 2013 Less than 500 lines of code sounds interesting. Are you sure, that every class of your implementation is not pressed into one line. Which language are you using? Quote Link to comment Share on other sites More sharing options...
TFS!! Posted June 25, 2013 Report Share Posted June 25, 2013 Interested - count me in :) Quote Link to comment Share on other sites More sharing options...
lucid Posted June 26, 2013 Report Share Posted June 26, 2013 Please do. Quote Link to comment Share on other sites More sharing options...
Zelex Posted July 12, 2013 Author Report Share Posted July 12, 2013 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. Quote Link to comment Share on other sites More sharing options...
Zelex Posted July 12, 2013 Author Report Share Posted July 12, 2013 Less than 500 lines of code sounds interesting.Are you sure, that every class of your implementation is not pressed into one line. Which language are you using? 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 :) Quote Link to comment Share on other sites More sharing options...
Zelex Posted July 14, 2013 Author Report Share Posted July 14, 2013 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. Quote Link to comment Share on other sites More sharing options...
TFS!! Posted July 14, 2013 Report Share Posted July 14, 2013 Sounds good, Zelex. Looking forward to checking it out... Quote Link to comment Share on other sites More sharing options...
nesqi Posted July 15, 2013 Report Share Posted July 15, 2013 This sounds like a nice implementation. I'm interested. Quote Link to comment Share on other sites More sharing options...
Trumgottist Posted September 17, 2013 Report Share Posted September 17, 2013 How's it coming along? Quote Link to comment Share on other sites More sharing options...
Zelex Posted September 17, 2013 Author Report Share Posted September 17, 2013 I can post the source, but I believe we've decided to move to unity. Quote Link to comment Share on other sites More sharing options...
Trixt0r Posted September 17, 2013 Report Share Posted September 17, 2013 Post the source code anyway. I guess everyone wants to see it. Quote Link to comment Share on other sites More sharing options...
Zelex Posted September 20, 2013 Author Report Share Posted September 20, 2013 I will when I have time, but right now I'm extraordinarily busy. Quote Link to comment Share on other sites More sharing options...
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