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TopTalkedBooks posted at August 20, 2017

The 'open asset import library' has a model viewer where you can preview the models with all aclaimed supported formats (including animations). I would suggest exporting your animations, to a variety of formats and see if any of them give you wrong results (i.e. render artifacts) and conclude your own awnser. Personally, I had the most success with Collada (.dae) although I used 3ds Max.

To support the animation itself (presumable skeletal): interpolate the animation data (aiNodeAnim) between the key-frames; you need to calculate the bone matrices from the interpolated animation data (create a matrix out of position/rotation etc); calculate the 'animated' vertices by transforming the 'vertices' (aiMesh/aiBone) with the bone matrices that influence them; weight all of the 'animated vertices' and sum them together; render the newly vertices. And this a basic high level overview of animations.

There are tutorials and books that can go deeper into the subject. For example ogldev's tutorial 38, Jason Gregory's Game Engine Architechture has dedicated animation chapter. You can take a look at the source code of assimps model viewer.

TopTalkedBooks posted at August 20, 2017

A game engine is a development framework for developing games. Unity and UDK are game engines. OpenGL and DirectX are rendering engine. A game engine may have its own rendering engine.

Game Engine Architecture by Jason Gregory is a nice book

TopTalkedBooks posted at August 20, 2017

Take a look at: Game Engine Architecture ISBN-13: 978-1568814131

TopTalkedBooks posted at February 21, 2018
Before I developed a serious rendering engine, I'd read Advanced Animation & Rendering Techniques by Watt & Watt [1], cover to cover, a dozen times. It's pretty dated now, but at the time I first acquired it (90s) it was the most comprehensive overview of rendering I knew of. I'd also read Real Time Rendering, and Math for 3D by Lengyel, which are both on this list. For really proper collision, Real-Time Collision Detection (on the list) was absolutely invaluable, but I didn't get to that until a few years later. Around that time, I also read the excellent architecture book Game Engine Architecture [2] which I don't see here. It's well written, does things in the right order, and it's very comprehensive.



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