An automatically converted Spine runtime for Haxe

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Jérémy Faivre

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Oct 16, 2017, 9:21:48 AM10/16/17
to Haxe
I know there have been several attempts to port a Spine runtime to Haxe.

The most up to date/used one so far has been spinehaxe (https://github.com/bendmorris/spinehaxe), which has renderers for HaxePunk, Flixel and OpenFL, and works reasonably well.

That said the main problem I wanted to solve here is being able to keep up with the official runtime updates without having to port changes manually everytime.
So I started to work a few weeks ago on an automatic converter that takes official spine-libgdx (Java) as source and outputs valid Haxe code (zero manual fix required, it is all one by running a single command on a terminal).

As of today, the runtime now compiles and works perfectly well on all the animations I was able to test (including animations with meshes and ik/path constraints).
It is also on par with latest official runtime (3.6.45).

Right now the runtime is provided without any default renderer (as my own renderer is closed source), but I am considering providing a default renderer for, like, OpenFL. I guess the work already done on the spinehaxe renderer (https://github.com/bendmorris/spinehaxe/tree/master/spinehaxe/platform/openfl) can help a lot on this. I am just waiting to know the plans for hardware rendered triangles in OpenFL (see http://community.openfl.org/t/trianglemap-renderer/9613/5)

While it is completely fine for me if other Haxe/Spine users are using another port of Spine runtime (like spinehaxe), I wanted to let you know that this new option exist and will be kept up to date in a foreseeable future as we plan to use it in production for our next games!

The runtime is not published on haxelib yet but is available on Github: https://github.com/jeremyfa/spine-hx
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