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fxone, atilim, phongtt, vovanich
atilim, gorkem, Nascode, detour
Hi guys, I'm Nate, the programmer for Spine. We know there are many people who are ready to jump in and write their own Spine runtime, either for a custom framework or game toolkit that doesn't yet have a runtime. This is fantastic! However, we feel that user developed runtimes should be based on a reference implementation. This makes it more likely that the runtimes will be correct and fully featured. Our approach for runtimes is not to siphon your money. They are a crucial piece for Spine and we want to make sure they are not a weak point.Someone mentioned that they preferred how Spriter had a detailed spec and was open from the beginning. The state of Spriter's runtimes developed by the community seems poor. I just don't think the best way to go about it is to dump a spec on the community and hope they figure out how to best implement it. The runtimes for different toolkits are very similar, mostly just the rendering varies. Basing the runtimes on reference implementations makes them easier to develop and maintain, and when Spine features are added that affect the runtimes, it won't be much work to update.I understand how some could feel that right now we seem to be neglecting those that want to develop their own runtimes. We have a lot to do and we are only 1 coder and 1 artist, but we both work on this full time. Things will change fast, promise. We have only one runtime right now, for libgdx, and honestly it needs some more work before we would consider it complete. Well before the end of the Kickstarter we will have the libgdx runtime up to par, and hopefully a head start on runtimes for additional toolkits. We know everyone is watching and we are very grateful for those who put their faith in us. We hope to impress.
Mells, Nascode, BJG, gorkem
"A Spine runtime in the Lua programming language. This enables easier development of Spine runtimes for Gideros, LÖVE, Moai, and others."