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Castle Game Engine news: New exciting Spine improvements in our Castle Game Engine! Spine allows to create great 2D game animations...

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New exciting Spine improvements in our Castle Game Engine!

Spine allows to create great 2D game animations, that can be used within our engine. For example https://www.facebook.com/Venicethegame uses Spine with our engne :) New wiki page https://sourceforge.net/p/castle-engine/wiki/Spine/ documents Spine support in the Castle Game Engine.

Recently implemented Spine features:

1. Slot color and transparency can be animated.

2. Slot draw order can be animated (by "draw order timeline").

3. Using Spine model without an atlas is possible. Expects images in images/<attachment-name>.png files. Note that without atlas, we lose some speed (texture switching) and even quality (textures may be resized to power-of-2 on some GPUs; atlas avoids it by always creating an atlas page with power-of-2). So atlas is still advised, although it is not required anymore.

4. Start of skinnedmesh support. The skinnedmesh in setup pose is affected by bones correctly, and during animation it moves as a whole (is affected by parent bone transformation). Missing is the ability to recalculate vertexes affected by bones during animation (that is, to deform skinnedmesh during animation).

5. NavigationInfo.blendingSort X3D extension allows to force blending sort by VRML/X3D author to NONE, 2D, 3D. Spine models automatically include blendingSort=2D, so they just open Ok in view3dscene (http://castle-engine.sourceforge.net/view3dscene.php). You may find useful to use blendingSort=3D for 3D scenes where there are many transparent 3D objects visible over each other.

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