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  • SpriteKit WWDC16 UV meshes +1 official Spine Runtime

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"Whats new in SpriteKit WWDC16" (UV Meshes!)
https://developer.apple.com/videos/play/wwdc2016/610/
//Skip to #29:00

Appreciate there has been various conversations regarding supporting Apple's SpriteKit with an official SWIFT/Spine runtime. Following up with @Nate on this subject. In IOS10, Apple have announced 'Warp transformation' via SkWarpGeometry in SpriteKit. Which hopefully will help in Spine's/Esoteric Software's support of a 'full fat' official runtime for SK/ SWIFT with Meshes!!!

No Apple docs yet (at time of writing this post)
https://developer.apple.com/reference/spritekit/skwarpgeometry

+1 vote for future 'official SK SWIFT Runtime'
(previous user of 'official runtime within Startling projects', currently creating apps with SWIFT/SpriteKit and Spine; hence missing official runtime! 🙁 )

I can't seem to see the video at that link. Even Apple videos are that proprietary? 😉

Yes I know! (Apple being Apple). It can only be viewed in Safari browser 🙁
Alternatively, you can download the WWDC app on IOS device from the app store. (again, yes I hear you!)

:rofl:

I wouldn't get too excited or concerned about the video, (if you get to finally watch it! 😉 ) Its not the most inspiring demo (nor are they trying to build an animation editor/advanced capabilities like Spine). Only, key take away is that UV meshes are coming, so makes Spine proposition even more appealing!

I can get it to play on Microsoft Edge. 😃
They have the same limitation when they have their live announcements.

Obviously, these are the two browsers everyone's using.

Great! 😉 For sure I'm not defending Apple on 'this issue' in the Windows Vs Mac argument :rofl:
All jokes aside, looking forward to the hope of using Spine in it's full glory on IOS, tvOS, macOS and watch OS (given the latter can now also be used to run SpriteKit applications)