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Spriter .scon loading/rendering library v0.9

Posted: Fri Jun 27, 2014 11:43 pm
by hardcrawler
I recently finished building Spriter support into my game, and since it was pretty challenging I figured I'd release the code to help others out.

Spriter is a 2D sprite "rigging" tool. It allows you to build modular sprites that you can rig up with a skeletal structure and animate at run time. It allows for pretty flexible animations without as much RAM as a sprite sheet. This structure, in my opinion, allows for a lot of the modularity and flexibility that you get with real time 3D rendering, but without nearly the difficulty and overhead.

In case you're not familiar with the tool, here's the Spriter site:
http://www.brashmonkey.com/spriter.htm

I did a video overview of the library implementation's internals. The source code is pretty well documented, so hopefully it should be easy to use "out of the box."

Code can be found here:
https://bitbucket.org/hardcrawler/spriter

Youtube links to a video overview can be found here:
http://www.hardcrawler.com/spriter-library/

Re: Spriter .scon loading/rendering library v0.9

Posted: Sat Jun 28, 2014 2:14 pm
by kikito
Hi, this looks interesting.

Have you thought about putting the source code somewhere where it's easy to open issues and send changes, like github or bitbucket?

Re: Spriter .scon loading/rendering library v0.9

Posted: Sat Jun 28, 2014 11:36 pm
by hardcrawler
Yeah, that sounds like a good idea. I've already found a bug caused by temporal aliasing that I had to fix for my game. After I finish my weekend push I'll set it up in github.

Re: Spriter .scon loading/rendering library v0.9

Posted: Sat Aug 16, 2014 3:05 pm
by hardcrawler
kikito wrote:Hi, this looks interesting.

Have you thought about putting the source code somewhere where it's easy to open issues and send changes, like github or bitbucket?
It's been a while, but I just put it up on Bitbucket:

https://bitbucket.org/hardcrawler/spriter

Previously, I wasn't doing my rotation interpolation correctly, so it was buggy on more complex rigs. That has been fixed, as well as a few other minor issues.