Table of Contents
- Creating a Game Window
- Implementing Vectors
- Implementing Matrices
- Implementing Quaternions
- Implementing Transforms
- Building an Abstract Renderer
- Exploring the glTF File Format
- Creating Curves, Frames, and Tracks
- Implementing Animation Clips
- Mesh Skinning
- Optimizing the Animation Pipeline
- Blending between Animations
- Implementing Inverse Kinematics
- Using Dual Quaternions for Skinning
- Rendering Instanced Crowds

