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Spine is fantastic for artists, and it's integrations with various engines is really good. My biggest complaint about it is that it's very CPU heavy. A spine ru
by CountHackulus 2y ago
Spine is fantastic for artists, and it's integrations with various engines is really good. My biggest complaint about it is that it's very CPU heavy. A spine runtime that has less features but uses GPU skinning would be excellent, especially if it runs on the web. Ages ago I had to write a JS shim to the C runtime compiled to WASM and it worked well, but I still wish it used a lot more GPU and less CPU.
- retinaros 2y agoso if you re making a 2d three.js or webgl game you dont recommend it?
- badlogic 2y agoIt's being used by a lot of companies with WebGL tech stacks mostly deployed on low-powered slot machines. Quite a few web games in the Asian market also use it. However, three.js likely won't add anything for a 2D game. You'd be better served with Phaser or PixiJS (which is the industry standard in slot games it seems).
- badlogic 2y agoThe skinning could be done GPU side but with caveats: the number of bones that can influence a vertex would be limited and matrix palettes might have to be split up, inducing multiple draw calls. There actually was a GPU skinner at some point iirc, and the load for common example skeletons was pretty much the same sadly.