Experimental spine runtime for Odin. Currently comes with a raylib
implementation.
While you're free to use these bindings as you'd like, there is an associated license
via the Spine License that users should be aware of. The license sits at the top of the odin_spine.odin
file, but it can also be found here. Users looking to integrate this with their project will need a valid Spine License at the time of integration.
A basic implementation is provided for raylib via odin_spine:core/raylib
, but you can create your own implementation as you'd like API found in odin_spine:core
.
- Frameworks
- Raylib
- Platforms
- Windows
- Linux (Do not have access to a Linux machine)
- MacOS (Do not have access to a MacOS machine)
- Base Implementation (Spineboy, Windmill, Dragon)
- Clipping (Coin)
- Batched Meshes
- Platforms
- Raylib
Examples can be found at /examples/raylib
. A few examples to show off Spine's features:
spineboy
- The Spineboy project demonstrates a variety of Spine features, such as meshes, IK, transform constraints, and clipping.
coin
- The coin project demonstrates how to make a shiny coin using Spine's clipping and tint black features.
windmill
- The windmill projects show how to model isometric perspective with both Spine Essential and Spine Professional. The project illustrates how to perform isometric rotations, create a simple smoke effect, and how to add variation by duplicating elements and their animations.
dragon
- The dragon project is a simple example of basic Spine animation and traditional frame-by-frame animation in Spine.