So, I've reached a place where I'm stepping back and re-evaluating where I want to go with my personal dev of SpriteKit Runtimes.
If you've followed my posts so far, claybear39 and I have cobbled together some fixes and adaptations to Michael Redig's SGG_SKSpineImport libraries that allow them to be used in current versions of Xcode with Swift (using the bridging headers).
Right now I'm trying to implement IK constraints in SGG_SKSpineImport because they are not already in either of the two libraries that are for SpriteKit:
mredig/SGG_SKSpineImport
simonkim/spine-spritekit
I'm at a point of no return. I'm having to make significant amounts of new code in the SGG classes to implement missing features. Both of these libraries are coded in Obj-C not Swift. They do work fine with Swift, but I'm not enjoying going back to Obj-C to add functionality.
Before I scrap my current work and jump in with making my own Swift/SpriteKit Runtimes I'd like to know a few things from the community and from the developers at Esoteric Software.
EsotericSoftware Developers: Do you have active plans for an official Swift/SpriteKit Runtime? If so can you share an estimated date of completion?
Esoteric: Do you have any pseudo-code written up for the runtimes? If so, would you be willing to share that with me? I'd like to understand the code better if I'm going to make a new Runtime library.
Community: What interest level is there? I've noticed a few people (2-5) that have responded to my previous posts or posted similar topics. If you are interested in Swift/SpriteKit Runtimes and haven't yet said anything, add a comment.
I'd like to have Swift Runtimes for a variety of reasons. I'd like to work with the developers and the community as everyone is interested and able. I plan to post the finished results to gitHub so that anyone can use them. Let me know how you'd like to help if you're able.