Title | Author | Description |
---|---|---|
The BitSquid low level animation system - Part 1 | Niklas Frykholm - Bitsquid | Describes bitsquit low-level animation system, focusing on compression by curve fitting and data quantization. |
The BitSquid low level animation system - Part 2 | Niklas Frykholm - Bitsquid | Extends the first part, explaining how to pack the data in a cache-friendly way. |
Bitsquid / Stingray Engine Code Walkthrough: #14 Animation | Niklas Gray - Stingray | Go through Stingray animation system, from low level compression up to animation blending and state mahcines. |
Compressing skeletal animation data. | Jaewon Jung - Riot Games | Covers compression techniques, especially curve fitting. |
Title | Author | Description |
---|---|---|
Automated semi-procedural animation for character locomotion | Rune Skovbo Johansen | Describes animation motion analysis and semi-procedural methods for adjusting the blended motion. |
Gradient Band Interpolation shadertoy | Kyle Rocha | Shadertoy implementation of Gradient Band Interpolation for both Cartesian and Radial coordinates. |
Animation Bootcamp: An Indie Approach to Procedural Animation | David Rosen - Wolfire Games | A simple and efficient way to create animations and transitions with very few key frames. |
Unity3d animation manual | Unity3d | Unity animation system documentation |
Unreal Engine Skeletal Mesh Animation System | Epic Games | Unreal Engine animation system documentation |
Title | Author | Description |
---|---|---|
Data-Oriented Design and C++ | Mike Acton - Insomniac Games | Introduces data-oriented principles, and caching considerations. |
Efficiency with Algorithms, Performance with Data Structures | Chandler Carruth - Google | Defines performance and efficiency, why they matter, and how can C++ help controlling them. |
Immediate-Mode Graphical User Interface | Casey Muratori - Molly Rocket | Introduces ImGui concept. |
Intel Intrinsics Guide | Intel | interactive reference tool for Intel intrinsic instructions, including Intel® SSE, AVX, AVX-512... |