Hello,
I was wondering what is necessary for developer of Creature to make a runtime/plugin for AppGameKit?
AppGameKit is an awesome game developer tool, it has poor support for Spriter and somewhere good support for super expensive Spine, and was wondering if there is any possibility to give a Creature a chance to shine in this engine
https://www.appgamekit.com/documentatio ... lugins.htm
AppGameKit support
Re: AppGameKit support
Hello,
Not sure if they support efficient mesh rendering; will need to investigate to see if it is possible.
Thanks
Not sure if they support efficient mesh rendering; will need to investigate to see if it is possible.
Thanks
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- Posts: 8
- Joined: Mon Apr 11, 2016 11:25 pm
Re: AppGameKit support
From what I know and experience, AppGameKit support 3D mesh/vertices deformation trough fbx files. Since updated (Studio) version is out, Creature support would be great addition to this already phenomenal software.
Re: AppGameKit support
Hello,
If they already support FBX files, then you can just export from Creature a FBX animation asset and it should work in their engine.
Thanks
If they already support FBX files, then you can just export from Creature a FBX animation asset and it should work in their engine.
Thanks
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- Posts: 8
- Joined: Mon Apr 11, 2016 11:25 pm
Re: AppGameKit support
Hi, thanks for the info!
For that matter, is there no benefit of having a runtime like Unreal and Unity? Because they also work with fbx so I am just curious what are pros and cons of having a creature runtime compared with streight fbx.
Re: AppGameKit support
Hello,
The runtimes provide added functionality; they support mesh motors ( not just bone motors ) so they support more advanced forms of mesh deformation. FBX only supports mesh deformation via bone skinning. Also for things like CreaturePack, advanced animation compression is also supported.
Thanks
The runtimes provide added functionality; they support mesh motors ( not just bone motors ) so they support more advanced forms of mesh deformation. FBX only supports mesh deformation via bone skinning. Also for things like CreaturePack, advanced animation compression is also supported.
Thanks