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by CountHackulus 674 days ago
Spine is fantastic for artists, and it's integrations with various engines is really good. My biggest complaint about it is that it's very CPU heavy. A spine runtime that has less features but uses GPU skinning would be excellent, especially if it runs on the web. Ages ago I had to write a JS shim to the C runtime compiled to WASM and it worked well, but I still wish it used a lot more GPU and less CPU.
2 comments

The skinning could be done GPU side but with caveats: the number of bones that can influence a vertex would be limited and matrix palettes might have to be split up, inducing multiple draw calls. There actually was a GPU skinner at some point iirc, and the load for common example skeletons was pretty much the same sadly.
so if you re making a 2d three.js or webgl game you dont recommend it?
It's being used by a lot of companies with WebGL tech stacks mostly deployed on low-powered slot machines. Quite a few web games in the Asian market also use it. However, three.js likely won't add anything for a 2D game. You'd be better served with Phaser or PixiJS (which is the industry standard in slot games it seems).