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Commit 0139f42

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N16: rib (rust-gamedev#382)
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‎content/posts/newsletter-016/index.md

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@@ -229,6 +229,32 @@ _Discussions:
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[toy benchmark]: https://git.sr.ht/~vlmutolo/rkyv-bench/tree/master/src/main.rs
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[architecture and internals of rkyv]: https://davidkoloski.me/blog/rkyv-architecture/
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### [rib]
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![rib](rib.gif)
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Parsing a 3D model file and understanding the different links between bone
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matrices, keyframes and vertices is a task that can take a lot of time and
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motivation of the developer. On top of that, combining the different bone
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transform matrices for the current frame is often error prone.
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[rib] is an attempt to tackle these problems and might help you save time.
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Current features of [rib] include:
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- Support of collada files coming from the latest Blender version.
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- Precomputation of the bone matrices expressed in the world space so that you
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just have to pass it to your shader for traditional GPU skinning.
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- Interpolation between keyframes
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- (De)/serialization in binary thanks to [bincode]
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[rib] can be greatly extended, for example with the support of other format
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handling skeleton data, such as the [glTF] format.
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Contributions are more than welcome.
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[rib]: https://github.com/bmatthieu3/rib
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[bincode]: https://github.com/servo/bincode
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[glTF]: https://github.com/KhronosGroup/glTF/blob/master/README.md
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### [Kira]
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[Kira] by [@tesselode] is an audio library designed to help create expressive

‎content/posts/newsletter-016/rib.gif

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