PolyAnim progress..

Well, I've made a logo. See? 😉

Okay, there's a bit more. The core library itself is in (somewhat arbitary) versi0n 0.5. Most of the important functionality is in there already. Anchors and different blending modes are still missing. Read more about the current state of features here.

There's still a big mystery in this project, for I have no idea if the code is fast enough for the intended usage (which is game sprites)! The tests I have made are composed only of a few polygons, which is not very demanding.. Therefore I've started the work on the animation editor, using Qt Jambi. But alas, I have bumped into a severe bug, which unfortunately crashes the Java VM. While waiting for that to be solved (the bug fix is scheduled for the next Qt Jambi patch release), I'm wondering what I'm going to do in the mean time.

Should I hack a quick and dirty editor in Swing? Or work on the other (unimportant) parts of the real editor? Implement more features to the library? I don't know, I'd rather not add more stuff to the lib, because in that case the editor's going to have a lot of catching up to do.. 😛 Perhaps I could throw together a stress test using lots of random shapes.. Hmm..

Or I could succumb to the goodness that is (J)Box2D, like I momentarily did about a week ago. I made some platformer physics tests with it. Good stuff. 🙂 All this is obviously for a grand purpose: finally making a (platformer) game that's perhaps a bit more than just nice and simple 10-30 minutes fun. That's my intention anyway, we'll see what happens.