bp74

Hi Guys,

It would be an honor if you could list the Spine Runtime for StageXL on your homepage. StageXL is a render engine for Dart and HTML5. It supports all the latest feature available in Spine, including inverse kinematics.

Source available on GitHub:
https://github.com/bp74/StageXL_Spine

Samples:
http://www.stagexl.org/show/spine/raptor/example.html
http://www.stagexl.org/show/spine/gobli ... ample.html

Thank you very much for Spine which is an awesome tool for 2D animations.
Bernhard
bp74
Posts: 11

Nate

Demos look great! Thanks for sharing. :)

Added:
http://esotericsoftware.com/spine-runtimes#Dart

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Here's a screenshot from my cell (Android, Note 2):

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Nate

Nate
Posts: 7339

bp74

Thanks a lot for adding the link and also thank you for the test on the Samsung Note 2. The browser you have used is Chrome, right? It looks like if WebGL is not supported and the Spine animation is drawn with a fallback to Canvas2D. This works fine as long as the animation does not use meshes since meshes can't be drawn in Canvas2D. So the question is, why isn't WebGL used on the Note 2. Hmmmm ......
bp74
Posts: 11

Nate

Yep, Chrome. Pretty cool to have a canvas fallback! Where is WebGL not normally supported?
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Nate

Nate
Posts: 7339

bp74

That's a good question. Up until now i though that Chrome supports WebGL on almost all modern mobile devices, obviously this is not the case :) I will try to get some more info about this issue.

Here is the Spineboy animation which does not use meshes, this one should work fine:
http://www.stagexl.org/show/spine/spineboy/example.html

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I couldn't find any useful information which device supports WebGL and which does not. I saw some reports that the Samsung Galaxy Note 2 should run WebGL just fine and only older Chrome versions didn't support it by default. I really hope the day where most of those HTML5 incompatibilities are gone is not to far in the future :) Meanwhile, if you read this and you have a minute you could try open the following link on you phone. It tells you what version of Chrome and Android you are running: chrome://version
bp74
Posts: 11

korpuskel

The raptor example works on chrome beta, but not on the chrome using a Galaxy S3 with Cyanogenmod. I guess it's just a matter of time until it works in all chromes ;)

Thumbs up for StageXL and the work you put into the Spine integration, that's really cool tech!
korpuskel
Posts: 2

bp74

Thanks for the update and your kind words! Your results are very interesting. I'm using a Galaxy S4 with Cyanogenmod and the current stable Chrome version is 38 which works fine too. Maybe Chrome 38 isn't rolled out to all devices yet. But you are right, since Chrome Beta works on your device it should be just a matter of time to make it work.
bp74
Posts: 11

Nate

My Chrome was 36.
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Nate

Nate
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bp74

The runtime for StageXL got a few updates including a Canvas2D implementation for FFD. Unfortunately this may not be the best thing to use in practice since a FFD implementation for Canvas2D is pretty slow while same thing for WebGL is very fast. Still it was a fun experiment and it turned out it can be done. Maybe for small animations this could be even useful :) Other than that the runtime for StageXL got support for Flip Timelines. Have fun!

http://www.stagexl.org/show/spine/raptor/example.html

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A new update for the runtime for StageXL was released. We fixed a few things and added support for all blend modes. One of the new features is the capability to load the texture atlas for an animation from a bigger texture atlas that combines several smaller texture atlases. The reason for this is simple: You can export different Spine animations and create an individual texture atlases for each animation (for example in the LibGDX format used by Spine). Later you can combine all those texture atlases into one bigger texture atlas to get best possible render performance.

http://www.stagexl.org/show/spine/texture-atlas/example.html

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The next version of StageXL will support polygon sprite meshes for texture atlases. This new feature was inspired by the upcoming version of TexturePacker which supports polygon packing and polygon sprite meshes. This may sound complicated but all it does is just packing your assets more tightly for less memory allocation.

Old texture: http://www.stagexl.org/show/spine/raptor/atlas2/raptor.png (1044x512 = 534528 pixels)
New texture: http://www.stagexl.org/show/spine/raptor/atlas3/raptor.png (708x541 = 383028 pixels)

And it still works: http://www.stagexl.org/temp/raptor-mesh/example.html
bp74
Posts: 11

Hackerham

If only Spine could pack textures based on its meshes (polygon packing)
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Hackerham
Posts: 8

bp74

The Spine runtime for StageXL was updated to Spine v3.
https://github.com/bp74/StageXL_Spine

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I'm happy to announce that the Spine runtime for StageXL was updated to Spine v3.4.

http://www.stagexl.org/show/spine/tank/example.html
http://www.stagexl.org/show/spine/stretchyman/example.html
bp74
Posts: 11

badlogic

Awesome!
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badlogic

Mario
Posts: 900

Xelnath

Wow! I had no idea this technology existed. Very cool!!
Xelnath
Posts: 394

bp74

I'm happy to announce that the Spine runtime for StageXL was updated to Spine v3.5.
Samples and source code is available on GitHub: https://github.com/bp74/StageXL_Spine

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The Spine runtime for StageXL just got another update, now with full support for Spine 3.6

http://www.stagexl.org/show/spine/spineboy/example.html
http://www.stagexl.org/show/spine/raptor/example.html
https://github.com/bp74/StageXL_Spine

Have fun!
bp74
Posts: 11

badlogic

Nice! Thanks for updating it!
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badlogic

Mario
Posts: 900


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