kestrelm

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About kestrelm

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  1. Hello, Please reply onto my creature kestrelmoon forums for any further issues: http://www.kestrelmoon.com/creatureforum/index.php Thanks!
  2. 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: https://github.com/kestrelm/Creature_WebGL/commit/6f3d0ac02bb143737c4a5319bd556d32ccccb8a6 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
  3. 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
  4. 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: https://github.com/kestrelm/Creature_We ... 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
  5. CreaturePack Pixi.JS now accelerated with WebAssembly

    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
  6. CreaturePack Pixi.JS now accelerated with WebAssembly

    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
  7. Hello all, Just wanted to let you guys know that the new CreaturePack runtimes have been accelerated with WebAssembly support: https://github.com/kestrelm/Creature_WebGL You can check out more details and a complete write up here: https://medium.com/@kestrelm/creaturepack-high-performance-2d-webgl-character-animation-with-webassembly-72c436bec86c Live Demo ( requires latest Chrome/Firefox): https://creature.kestrelmoon.com/WebDemo/wasm/PixiJS-WASM-Pack-MultiDemo.html Cheers
  8. Hello all, Just wanted to let you know the Creature Animation Runtimes have been updated for Pixi.js: https://github.com/kestrelm/Creature_WebGL The new updates also involve support for the latest features, including Skin/Item Swapping, Anchor Points etc : https://twitter.com/KestrelmMoon/status/888977982605348864 Here is a short trailer of what Creature Animation Results look like: https://www.youtube.com/watch?v=SAk06tuQw80&feature=youtu.be Cheers
  9. Hello all, Just wanted to let you know the Creature Animation Runtimes have been updated to work with Phaser 2.8 CE: https://github.com/kestrelm/Creature_WebGL The new updates also involve support for the latest features, including Skin/Item Swapping, Anchor Points etc : https://twitter.com/KestrelmMoon/status/888977982605348864 Here is a short trailer of what Creature Animation Results look like: https://www.youtube.com/watch?v=SAk06tuQw80&feature=youtu.be Cheers
  10. Creature Animation Tool, Runtime Updates

    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: https://github.com/kestrelm/Creature_WebGL 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.
  11. Hello all, I am the dev of the Creature Animation Tool ( http://creature.kestrelmoon.com/ ) 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: http://www.kestrelmoon.com/creaturedocs/Game_Engine_Runtimes_And_Integration/Phaser_Runtimes%20.html The new runtimes are here: https://github.com/kestrelm/Creature_WebGL The conversion toolchain to generate the binary file is also on github here: https://github.com/kestrelm/CreatureTools To see a Phaser WebGL demo of an authored Creature Animation, please take a look here: http://www.kestrelmoon.com/creature/demo_ice_demon.html Here is another Phaser WebGL demo of a walking Pheasant: http://www.kestrelmoon.com/creature/demo_pheasant.html Here is the new 2016 trailer for Creature: Cheers
  12. Thanks! Sure thing! But let me polish up a couple more things first, I will be adding a a few new exciting features very soon, stay tuned!
  13. Hello all, A lot of features and enhancements have been made for Creature recently. You can now pose a chain of bones directly using your Pen/Stylus: A new specialised motor called the Leg motor designed to handle complicated walk cycles, running, gait etc. has also been added. Here is a demo running live in Phaser showing you the new capabilities of this motor: Phaser WebGL link: http://www.kestrelmoon.com/creature/demo_cat.html Youtube Video link: Cheers!
  14. Can't access PIXI.Spine nor PIXI.SpineLoader

    Hello, First off thanks to Rich for supporting Creature Here is a preview of what you can do with Creature and Phaser: (WebGL required) http://www.kestrelmoon.com/creature/demo_raptor.html It's a running velociraptor authored in Creature and exported out into Phaser. Cheers!
  15. Phaser 2.4.0 "Katar" Released

    Thank you so much Rich for supporting the Creature Animation Tool! I hope it will be a very useful addition to anybody wanting to use Phaser to do high quality mesh and bone animation An example: http://www.kestrelmoon.com/creature/demo_raptor.html Cheers!