Thanks, checking. Fix will be uploaded in v023.
Viewing post in GAP : Generic Atlas Packer comments
Cool, v023 works with my sprites and tests! Thank you for the update!
> Could you please tell, what game engine do you use?
I'm writing a custom engine for a 2D game in Odinlang with SDL and OpenGL.
I've also written my own sprite sheet generator, which has a different use case than yours and way less features: CLI only and all sprites must have the same size.
When looking for alternatives before writing my own, I've found mostly super bloated web thingies, which I don't like. Your app is nice and small, meant for a single thing -> pretty much what I was looking for!
Custom engine is super cool! Needs a lot of efforts and time. So, it means you used custom export option?
As I understand, you liked GAP because of its simplicity and not being overloaded with functionality. But, probably, you'd like to have some additional features?) If you have some suggestions, I'd love to read them.
> So, it means you used custom export option?
I've used the generic export, because all I need is the png, not the json (in my current use case coordinates can be easily calculated since all my images have the exact same size). I'll look into packing other stuff into atlases later, but for small 2D animations it just makes sense to have them all in one texture right from the start.
> But, probably, you'd like to have some additional features?) If you have some suggestions, I'd love to read them.
Alright, then here are my suggestions, sorted by priority:
- fix crash bug when user clicks generate while unsupported images are in the list
- zoom for atlas preview and by default zoom to fit available space so I can see the layout quickly even for high res atlases
- show resolution of individual image in image list
- support read and write jpeg, tga
- command line support (no idea if anyone but me wants this)
- use case: a build step that creates all necessary atlases from images, so updating the original assets and building is all you need, no manual steps necessary for changing images
- CLI params
- the export option
- directory with source images
- atlas resolution
- ... whatever I forgot
- use case: a build step that creates all necessary atlases from images, so updating the original assets and building is all you need, no manual steps necessary for changing images
I hope this is not discouragingly much stuff.