Teaser Fridays and Roadmap talks

There is a small synthetic test.
I run it on y macbook.

One sprite without trimming:


And one more with trimming:

500 rabbits (I know, they are huge. But I test it on mac, I need something heavy)

Result, for no_trim sprite (~20FPS):

Result for trim sprite (~39FPS):

Looking forward to the next release! :sunny:

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That’s almost twice! Wow :astonished:

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Yeah, but this is a really synthetic test. For some tests, it could be even slower (for example, if we turn on this feature for bunnymark project test where sprites of bunnies don’t have a lot of alpha)

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Will this reduce the actual load time of the textures (less data)?

Not initially but once we use this to also pack the textures better it will result in smaller textures and those will load faster.

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@sven do you still have source of this demo?
I’m wondering if it’s possible to do WheelJoints (between truck body and wheels) for example:

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Loved this thread. Any plan to re-vitalise it now that the editor is getting more love?

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Good idea! Yes, maybe it would make sense for us to share a bit more of the work we do on a weekly basis. I’ll talk to the team and see if this is something we’d can start doing again. We do share more updates on Twitter, but usually from our personal accounts.

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(Kinda forgot about this thread, I usually post WIP stuff on twitter or discord but I’ll be better at doing it here as well)

Here’s a teaser for a new feature we have been working that is getting slowly wrapped up - paged atlases:

This basically packs an atlas into one or more images that can be referenced by materials using an ‘array’ sampler without breaking batches. This is helpful for games with huge atlases that has to be split manually into multiple atlases for targeting lowend devices, optimizing atlas surface areas or utilizing even more space than what a single atlas currently can reference today.

A future improvement to this setup is to add support for creating array textures in runtime via the resource system, which could enables you to carry a single texture per model, 3D textures, terrain data or what else you can think of!

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Another, smaller feature - camera frustum preview:

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Oh - this is excellent! Very useful. Thank you!

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wow! thank you! When will this be available?

That’s so great! I would love it if you could make the XZ plane grid mode to make the editor’s viewport look like all other 3D software.

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Yeah we’re working on that aswell!

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Adding frustum culling to the model component as well (thanks @aglitchman for the model!):

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:star_struck: :partying_face: Thank you, this is great!

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Marvelous!!

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I have a small teaser too. This is Spine 4.1 with new sequence animation feature:

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Seeing camera in editor is really nice!!

Hopefully the builtin camera component/render system can in time replace Rendercam features/ease of use wise (Rendercam is no longer being maintained).

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Don’t forget to share this cool stuff on other media too! :star_struck:

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