Book Content
chapters • 12h16m total length
1. Creating a Game Window
2. Implementing Vectors
3. Implementing Matrices
4. Implementing Quaternions
5. Implementing Transforms
6. Building an Abstract Renderer
7. Exploring the glTF File Format
8. Creating Curves, Frames, and Tracks
9. Implementing Animation Clips
10. Mesh Skinning
11. Optimizing the Animation Pipeline
12. Blending between Animations
13. Implementing Inverse Kinematics
14. Using Dual Quaternions for Skinning
15. Rendering Instanced Crowds














