If you use Spine please support their new KS

Monkey Archive Forums/Digital Discussion/If you use Spine please support their new KS

Soap(Posted 2013) [#1]
Posted in the module thread earlier but also making a thread on its own to remind people to help fund the new features for Spine if they interest you. You can also get a deal on getting Spine if you don't already own it!

http://www.kickstarter.com/projects/esotericsoftware/spine-features


Soap(Posted 2013) [#2]
http://www.kickstarter.com/projects/esotericsoftware/spine-features/posts/656800#comments

They are to 85% funded with 13 days left.


rIKmAN(Posted 2013) [#3]
I remember sk3n saying in the Spine Module thread that there may be an issue with supporting FFD with the Monkey runtime, hope that's not the case as the new features look awesome!

If it hasn't reached it's goal by next week I will donate, but if it does (which it looks like it will) then I will save the cash and donate it to sk3n for updating the runtime (if it's possible).


tiresius(Posted 2013) [#4]
It made the goal so how many of these new features can Monkey support or do we have to wait for 3D friendly mojo module ?


muddy_shoes(Posted 2013) [#5]
It depends what you mean by "Monkey". The language has no limitation on supporting those features. The limitations are at the mojo/target level. If a target doesn't support textured triangle rendering then it's not going to do mesh deformation.

Right now you could write something that works on the OpenGL capable targets. The "Mojo2DIn3D" update might provide a layer that would allow a single implementation to also work on Flash/XNA or other targets that offer non-OGL poly-rendering APIs. Targets like vanilla HTML5 are going to be out in the cold.


Soap(Posted 2013) [#6]
Perhaps have Mojo and then Mojo Plus ("Mojo2DIn3D" update?) with support for more things most targets but not all targets support?

Vanilla HTML5 is to WebGL what software rendering is to hardware rendering. Eventually the majority of devices (Chrome/Android being the most popular probably) will support WebGL with automatic updates alone. When WebGL is not supported falling back to standard is acceptable. We are not yet to the point where web apps can compete with native apps competitively but it will be here soon as it's close.


Skn3(Posted 2013) [#7]
It should be possible to hack in custom texture coords into monkey. When making the imagebuffer module ( http://monkeycoder.co.nz/Community/posts.php?topic=5285 ) it was easy enough to manipulate the monkey drawing on glfw. Afterall mojo only uses gl calls. The downside is it wont be supported for all platforms or any unofficial/future targets.

I will probably wait and see what the official mojo2din3d offers first before supporting any of this. Always favour the native monkey route as it means less code for me to keep updated!

P.S. Donations are indeed welcome ;D