vavius

This is my second attempt to make high-performant Spine runtime for MOAI.

My first runtime was written Lua and used native Moai classes for animation. The performance was awesome, something about 5-10x faster than official Lua runtime (since all the heavy math was done in C++ by Moai internals). But it was really hard to keep features in sync with Spine editor, so I decided to write a C++ Spine bindings.

Features:
  1. Bindings for official C-runtime. Native performance without overhead
  2. Convenient MOAISpineSkeleton class (subclass of MOAIProp) with animation helpers
  3. Procedural animation support - you can get instance of MOAIBone (inherited from MOAITransform) by name and link attributes, apply ease driver animations, etc.
  4. Same applies to slots - animate visibility and color
  5. Custom texture loader callback in MOAISpine to implement texture cache

This is a Moai plugin that works with plugin system from v1.5:
https://github.com/Vavius/plugin-moai-spine
vavius

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Shiu

Really cool, thanks for sharing. I'll let Nate know about this thread :)
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Shiu

Shiu
Posts: 2168

Nate

Interesting to hear the performance difference. It's a decent approach to use spine-c. Added to the runtimes page!
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Nate

Nate
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