Moving Forward
Over the last few days, things have been getting some good rework done to them.
I'm starting to move away from the AI generation of the React components because though it works, its a sh*t show... and is all over the place on code conventions. To setup a correct editor structure and React Context Providers I started working manually on the Level editor mode of the project. Using the AI generated content as a basis for styling, but negating everything it did for state management and reactivity.
I currently have the structure getting setup and when I get a chance outside of real work will deploy the SpriteMap element along with the tools to edit and serialize it. Seeing how I am the author of the SpriteMap class for BJS and the example spritesheet was created by me I really have been wanting to demonstrate them in a more gamified situation.
After that Ill do Sprites, Meshes, Groups, ParticleSystems and Triggers/Pointers.
Also in the meantime a wrapper of PhaserBox2D for BabylonJS was started, which will be incorporated into the runtime libraries.
Currently the wrapper supports most of the basic shapes and has debug visuals for them. Which means soon to be included in the editors, will be tools to create the physics shapes and properties for elements.
Eventually once all these systems are tied together, the export will be organized into single compressed archive that can be delivered to the frontend and expanded at runtime.
No plans as of yet for scripting support, that will be on your own IDE. (maybe someday)
Ohhhh yeah and I started a feeble attempt at documentation...
More updates soon-ish.
Sprite Monkey Editor
WebGPU/BabylonJS Sprite Packer and Animation Editor
Status | In development |
Category | Tool |
Author | Ape Aviary |
Tags | babylonjs, editor, Sprites, tool, webgpu |
More posts
- Updates - 0.0.1271 days ago
- Posting on Itch77 days ago
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