3.6 beta has clipping

April 8th, 2017

3.6.14-beta is now available and it has clipping! To use clipping, create a clipping attachment which has a polygon similar to a bounding box attachment and an "end slot". All attachments between the clipping attachment's slot and the end slot are clipped by the clipping polygon.

When it comes to computer graphics, there are a few clipping techniques with various pros and cons. For Spine we used a CPU clipping approach because it has the best compatibility with game toolkits. This ensures clipping works in every game toolkit exactly like it does in the Spine editor. Other approaches using shaders either aren't possible in many game toolkits, or can cause conflicts with other shaders an app may want to use.

Keep in mind that clipping comes with a CPU cost. Using complex, concave clipping polygons increases the work that needs to be done. Also, the more triangles you are clipping (ie, complex or many meshes), the more work that needs to be done. If you are exporting images or video from Spine or making a desktop game, clipping performance is unlikely to be important. However, if you are making a mobile app, you will want to keep an eye on CPU usage when using clipping.

There are two additional caveats: 1) Only one clipping polygon can be active at a time, and 2) the clipping polygon must not self intersect, else clipping behavior may look strange.

We continue to work on clipping and other version 3.6 features, but we are happy that you can now try it out for yourselves.

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Spine runtime for Unreal Engine 4 released

March 3rd, 2017

//esotericsoftware.com/img/blog/spine-ue4.jpg

We are happy to announce the release of our brand new Spine Runtime for Unreal Engine 4!

The spine-ue4 runtime is based on spine-c and exposes the entire API through both Blueprint nodes as well as C++ components you can easily add to your game objects. Check out the extensive spine-ue4 documentation to get started and try out the sample project.

//esotericsoftware.com/img/blog/spine-ue4-bp.jpg

The spine-ue4 runtime is our newest member in the Spine Runtime family. While we did our best to make it as bug free as possible, there's always a chance you run into an issue with your specific project. Please report any bugs you find on our issue tracker.

Note that spine-ue4 requires Unreal Engine 4.15+!

New Spine Runtimes documentation

October 29th, 2016

We have a big update for our Spine Runtimes documentation! Similar to the Spine User Guide for the editor, we now have a full guide for the Spine Runtimes:

Spine Runtimes Guide

It will teach you how to load, render, and manipulate skeletons in your applications using the Spine Runtimes. Especially useful is the API Reference which we have lovingly crafted and painstakingly cross referenced so you can more easily explore and understand how the runtimes work. Enjoy!

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Spine's roadmap

October 22nd, 2016

If you haven't seen it yet, take a peek at our waffle:

http://waffle.io/EsotericSoftware/spine

What the heck is a waffle? It's an alternate view for GitHub issues. You can see the same issues on GitHub by clicking the little cat icon on the waffle or going directly to the editor issues or runtime issues. The waffle just provides a nicer high level view.

Previously we had two waffles, one for the editor and one for the runtimes, now they have been consolidated into one. You can filter to see only editor issues or only runtime issues. You can also filter by milestone to see what is coming up next, such as what will be in Spine 3.6.

If you find an issue you are interested in, go to that issue on GitHub and click the "Subscribe" button:

This will give you email notification when there is progress on that issue.

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