Open blurymind opened 6 years ago
I prefer it in module, performance is good, if this will be a core resource of a game (to handle a lot of the animations) it´s ok to have it in module. Any godot user that want to end their game have to learn to compile godot, there are configuration´s that are not posible without compiling. Using the store to visibility it´s ok, but the way that sanja-sa has chosen for this module is better than an external library, i think.
@Ranoller I love the module too. It doesn't make compile time much longer. I have tried in the past to convince godot developers to include a dragonbones, spine2d or a creature2d runtime with godot - giving examples of other engines that do (cocos creator, defold, appgamekit, etc etc) - but they have refused because they dont want to maintain them and instead create their own implementation..
With this module maturing feature wise and having such stability and quality - do you think @akien-mga and @reduz would reconsider including it in godot's master branch?
I can say to you exact words that reduz will say:
@Ranoller yeah unfortunately he is very protective of Godot including third party libraries and now with gdnative he will always have the "use gdnative instead" excuse
Right now gdnative is the only way to get this inside godot editor- out of the box
Now that this module works so well and gdnative and godot3 has reached a stable level, it would be amazing if it could be ported to gdnative and made available on godot's assets website as an addon people can just download without the need to recompile godot.
I think that would greatly increase its adoption across the community.
This however raises a number of questions:
Perhaps we can get @BastiaanOlij to help?