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Animation System
Animation System / Animation System   Animation System / Animation System    Animation System / Animation System   Animation System / Animation System   

SE 585: Real-Time Software Development II, 2025

An Animation Converter that imports GLTF models and exports animations into a custom binary format (ProtoBuf), paired with a Game Engine runtime that loads files offline and plays animations with real-time controls.

Category Engine Development
Role Solo Programmer
Duration 3 Months
Skills C++, ProtoBuf

Drag to rotate. Use the dropdown to switch animation clips.

Overview

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.

Key Features

Offline Animation Conversion

Converts GLTF animations into a custom ProtoBuf-based binary format for offline loading, enabling faster runtime startup.

Multi-Clip Export

Supports exporting multiple animation clips from a single skeleton, making it easy to swap between clips at runtime.

Runtime Playback Controls

Play, pause, loop, time stepping forward/backward, and speed scaling for debugging and demos.

Memory-Safe Development

Custom memory tracking, RAII fundamentals, and comprehensive unit testing across Debug and Release builds.

Technologies

C++ Protocol Buffers glTF Custom Binary Format RAII Memory Tracking Perforce Unit Testing

Video Demo

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