Hello everyone, I have some projects that use DragonBones, but I found that the number of draws is quite large. Can this be ignored for C++? If not, is there a way to implement a renderer using Tilemap?
Updated on September 19th:
I gave up on exploring DragonBones. Currently I use Spine to render animations and I already support Tilemap and Sprite renderers.
Sure, I think the DragonBones library has implementations for Starling and for the OpenFL display list. I think it uses drawTriangles, which should be hardware accelerated now, assuming there aren’t too many other graphic types. If it uses lineTo then it may fallback to software, which would be slow
drawTriangles doesn’t seem to work, I can’t draw graphics, I actually want to deal with a Spine-related high-performance renderer, but it fails. I’ve looked at the old haxelib, which is basically not well maintained, and spine-hx has no renderer.
The good news is that I solved this bitmap problem! I have implemented a simple Tilemap Spine renderer! I want to organize and share this Tilemap Spine, but I don’t know how to submit Haxelib.
@singmajesty Does Tilemap now have a way to implement grid rendering? I hope to have this support. currently this SpineTilemap renderer does not support grids.