Posts, page 4

Realtime Math 2.0 is out, cleaner, and faster!

A lot of work went into this latest release and here is the gist of what changed:

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Keep an eye out for buffer security checks

By default, when compiling C++, Visual Studio enables the /GS flag for buffer security checks.

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ACL right in your browser

This week, the first beta release of the Animation Compression Library JavaScript module has been released. You can find it on NPM here and you can try it live in your browser right here by drag and dropping glTF files.

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Morph target animation compression

The Animation Compression Library v1.3 introduced support for compressing animated floating point tracks but it wasn’t until now that I managed to get around to trying it inside the Unreal Engine 4 Plugin. Scalar tracks are used in various ways from animating the Field Of View to animating Inverse Kinematic blend targets. While they have many practical uses in modern video games, they are most commonly used to animate morph targets (aka blend shapes) in facial and cloth animations.

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ACL 1.3 is out: smaller, better, faster than ever

After 7 months of work, the Animation Compression Library has finally reached v1.3 along with an updated v0.5 Unreal Engine 4 plugin. Notable changes in this release include:

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