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About kestrelm

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  1. Hello all, Creature has now added a new Web Assembly Accelerated Runtime for the CreaturePack 2D Mesh Animation format running off BabylonJS. The runtimes are here on Github: And you can check out the demo page with all the samples running in real-time with soft-shadows: Cheers
  2. Hello! Sounds great! I already replied to you in email with details. I plan to integrate my latest web assembly accelerated CreaturePack runtimes into Phaser 3 when you are ready. I think it will be a wonderful showcase for the power and flexibility of Phaser 3 for the most advanced 2D character animation :) Cheers
  3. Hello! The core runtimes for the CreaturePack WebGL portion have already been updated to run the latest deform delta compression features All I need now is the required info I mentioned above to port to Phaser 3. If anybody can provide me with the answers to my questions above please let me know. Cheers
  4. Hello, Really excited on the Phaser 3 release and congratulations, it must have been a lot of hard work to get there! I will really like to start porting the Creature 2D Skeletal + Mesh Animation Runtimes to Phaser 3: Ideally, I will like to use your new fancy mesh rendering pipeline. However, I looked through the samples and did not see any parameter(s) for mesh indices. I see mesh vertices and uvs but not indices. I need mesh indices to define the triangles that need to be rendered ( or hidden ) and is used in many places of the runtime, including Skin/Item swapping. Please let me know what I am missing here. I will very much like to get Creature up and running in Phaser 3 soon. Cheers
  5. Hello, Please reply onto my creature kestrelmoon forums for any further issues: Thanks!
  6. Hello, Ok good news, I just updated the repo: There is now a new CreaturePack PixiJS renderer for the newer version of PixiJS. Please take a look at the new file and example here: In the future for Creature related questions, please post on the creature kestrelmoon forums. It is difficult for me to track these questions if they are outside the Creature forums. Cheers
  7. Hello, Sorry actually I think there is some confusion, I just re-read your post. So take a look at how the wasm version is doing rendering: // Add CreaturePack objects var creatureContainer = new PIXI.DisplayObjectContainer(); creatureContainer.position.x = window.innerWidth/2; creatureContainer.position.y = window.innerHeight/2; creatureContainer.scale.set(15.0); stage.addChild(creatureContainer); var raptor_renderer = new CreaturePackRenderer(pack_manager ,"Raptor", texture); raptor_renderer.packManager.setPlayerActiveAnimation(raptor_renderer.playerId, "clip1"); creatureContainer.addChild(raptor_renderer); creatureContainer.scale.x = creatureContainer.scale.x; function animate() { requestAnimationFrame( animate ); raptor_renderer.packManager.stepPlayer(raptor_renderer.playerId, 1.0); raptor_renderer.refresh(); // render the stage renderer.render(stage); } animate(); }); My apologies, but I don't think you need to call UpdateData(). You call the packManager's stepPlayer() ( to step the animation forwards ) and then you invoke a refresh() call on your renderer. Again, please take a look at the wasm version for reference. Update: Actually I think I know what the problem is. The wasm version has been updated to conform with the new PixiJS API, the original JS version is still on the old Pixi version. Do you mind giving the wasm version a go first? You can see it running very smoothly in the link provided on the Github page. Thanks
  8. Hello, I think the reason you are not seeing your characters is because there is a difference between the Phaser and Pixi framework itself. Take a look at the Phaser implementation: ... enderer.js You notice there is an update() method that calls: this.pack_renderer.stepTime(this.timeDelta); this.UpdateData(); Now in Pixi, you need to manually call the stepTime() method and the UpdateData() method. Both of these exist on the Pixi renderer since the Phaser renderer inherit from the Pixi renderer. StepTime() steps the animation forwards in time by some delta and UpdateData() sends the data back to the renderer for WebGL rendering. These calls should be called in the render loop itself ( at each frame update ) so when you start rendering in Pixi, make sure you have a per frame callback to update your characters like what is described above. Btw, you will need WebGL for Creature render since Creature is 100% mesh based. Cheers
  9. Oh wow thanks! But actually Creature does Dual Quaternion skinning so it produces bending results that are much higher quality But I will take a look at your reference, it is very useful. Thanks again! Cheers
  10. Hello, Not yet But the core computation code is now compiled natively with WebAssembly and the speedup is quite huge as you can try from the demo. Cheers
  11. Hello all, Just wanted to let you guys know that the new CreaturePack runtimes have been accelerated with WebAssembly support: You can check out more details and a complete write up here: Live Demo ( requires latest Chrome/Firefox): Cheers
  12. Hello all, Just wanted to let you know the Creature Animation Runtimes have been updated for Pixi.js: The new updates also involve support for the latest features, including Skin/Item Swapping, Anchor Points etc : Here is a short trailer of what Creature Animation Results look like: Cheers
  13. Hello all, Just wanted to let you know the Creature Animation Runtimes have been updated to work with Phaser 2.8 CE: The new updates also involve support for the latest features, including Skin/Item Swapping, Anchor Points etc : Here is a short trailer of what Creature Animation Results look like: Cheers
  14. Hello all, Another major update went in today for the Creature Web plugins! I am pleased to announce the WebGL plugins for Phaser now support the new CreaturePack Web binary format. This format allows you to deliver high performance, high quality but relatively compact animation assets for the web. Check out a live demo of 30 Raptors with fully deforming meshes running live in your browser in Phaser: On a low end Macbook Air, I can get around 30 fps and on my desktop PC, it hits 60 fps easily with this new file format and runtime. All points and meshes are deforming in realtime in the demo.
  15. Hello all, I am the dev of the Creature Animation Tool ( ) Today I checked in a change to the Creature Phaser WebGL runtimes to enable the loading of our new FlatBuffer Binary File format. This allows you to pick between either current JSON format (which is useful for debugging) or the faster and more compact binary FlatBuffer representation. The docs on how to use the new file format have been updated: The new runtimes are here: The conversion toolchain to generate the binary file is also on github here: To see a Phaser WebGL demo of an authored Creature Animation, please take a look here: Here is another Phaser WebGL demo of a walking Pheasant: Here is the new 2016 trailer for Creature: Cheers