Open ilyar opened 4 years ago
As an ECS engine, pretty much everything in it is completely modular, so adding different file types and systems isn't too much of an issue. I haven't really worked with these programs personally, so I am not sure how the filetypes work. If you have a request to support a specific file type, I could change the issue here and get around to it. As for meshes, aren't those more for 3d models? At the moment, the render system only works in 2d. A new render system would have to created that works with 3d. That said, it's actually something that I've had on the back burner for a long time now, once I get the Vulkan system finished.
@Noofbiz thanks for the answer
As I understand from my research, meshes are also used in 2D graphics for animation and pseudo 3D.
Graphic editors allow you to export sprites and it’s good and easy to integrate with the engine, and there will be a lot of work if there is a lot of animation and probably it will require a lot of megabytes.
In addition to sprites, you can export animation using grids, but for integration with the engine you need to work with grids.
I have not yet chosen a specific approach or editor, my research is ongoing.
@Noofbiz for example support working with mesh objects need for implimentation multiple textures, see implimentation scale textures https://github.com/EngoEngine/engo/pull/708 adn saples ower formats with multiple textures
I did a little research on animation creation editor for designers like Spine, DragonBones, SpriteIlluminator, TexturePacker and Blender.
Understood to use any editor in conjunction with the engine, you need support for the formats of the editor or basic primitives, for example, the ability to work with the mesh.