So way way back, I had worked on a sprite editing app that kind of went nowhere because I did not at the time have enough know how to pull it through (this was like 12+ years ago).
The other day I got weirdly motivated to revamp that idea and make it work with webGPU.
So over a couple free evenings I whipped up this editor and system. Its very rudimentary the UI has tons of discontinuity but works (one of the next goals it to rework the entire editor to make it more official and easier to extend now).
Anyways here is a prototype preview of SpriteMonkey.
Features -
Load and Manage Assets along with hierarchy organization of the assets.
Asset Slicing Tools, Auto Slicer etc.
Multiple Sprites Per project
Sprite Strip Animations
Strip Animation Triggers
Infinite Canvas Editor
Additive and Absolute Playback modes
Cell Specific Timings
Asset Packing Tools, Extrude, Padding, Power of 2 etc.
Editor Preview Tools
Save/Load from Local Storage or File
If you don’t name your export file, the monkeys will name it for you.
and lots lots more to come.
I have tested it out to 100k animated sprites (all with their own timing and event triggers) and after the initially buffer hiccup of spinning that much of a buffer up it runs really smooth.
I was going to host this, Chwizzler and my fbx to gltf animation retargeting/remapping system here soon if anyone was interested.