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Creature Animation Tool, Runtime Updates


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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:




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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.




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