Example exports
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Home › Forums › TimelineFX Editor › Example exports
Hi,
I’m trying to evaluate TimelineFX for use in my current game engine but the demo only shows the effects that are available in the editor with no export functionality. I really need to get some type of demo export of some type to see the amount of work that would go into integrating it. If it seems doable I would be willing to open source the run time.
Thanks,
Rob
Hi Rob, the trial version allows you to export 4 frames to test with. If you need more I can upload a sprite sheet for you to test with if you want.
Peterigz,
Am I understanding correctly that this is only capable of exporting sprite sheets of animations? I was interested in something that could proceduraly recreate the effects in game from a data file.
Ok sorry I miss-read your post š
There are only officially supported libraries for direct use of the effects available for blitzmax and monkey programming languages, but there is also a c++ library contributed by a community member on GitHub here https://github.com/damucz/timelinefx
Which language are you coding in?
The engine is currently in .NET using SFML.NET bindings. I can certainly wrap the above project if it works well with the output. Any idea what type of data file is required to use the run time you linked?
The .eff files are basically zip files you can open up. Inside there you’ll find the data.xml file that has all the emitter data for all the effects.
So I’ve worked just a bit on integrating your particles withSFML (the native version, not the .NET wrapper). I’m having some weird rendering issues that I’m not sure how to sort out. Could I get you guys to give it a look? I can kind of see some particles on the screen, but something is definitely not right.
https://github.com/rcurtis/TimelineFXRuntime
Thanks,
Rob
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