Drag to rotate. Use the dropdown to switch animation clips.
This project consists of two parts: an Animation Converter that imports GLTF models and exports animations into a custom binary format (ProtoBuf), and a Game Engine runtime that loads those files offline and plays animations with real-time controls.
The converter supports multiple animations from a single skeleton and produces compact, load-friendly data so runtime systems can avoid expensive parsing and reduce startup latency.
In-engine, I implemented playback controls including play/pause, stepping forward/backward, speed control, looping, and switching between animations — built to stay stable in both Debug and Release builds.
Converts GLTF animations into a custom ProtoBuf-based binary format for offline loading, enabling faster runtime startup.
Supports exporting multiple animation clips from a single skeleton, making it easy to swap between clips at runtime.
Play, pause, loop, time stepping forward/backward, and speed scaling for debugging and demos.
Custom memory tracking, RAII fundamentals, and comprehensive unit testing across Debug and Release builds.