I have a lot of stuff packed in my head about Animation Programming and many of the topics come up often. Here’s where I plan to write about all of it. Maybe someday I’ll write a book.

In the meantime, this is kind of a list of what I think I want to write about. I’ll fill in links when I’ve actually written the content.

- Math in simulations:
- Practical application of the Runge-Kutta method
- (WIP) Proportional dampening based on time

- Animation Programming General Topics
- Pipelines
- Tools
- Run-time Systems

- Math in animation:
- Euler rotations
- Gimbal, Concatenation Order, Animation curves, Decomposing from Quats

- Quaternions
- Visualizing Quaternions
- Slerp/Lerp

- “QuatLogs” – Quaternion Logarithm (geometric algebra)
- SQTs in joint hierarchies
- Matrices
- Understanding spaces

- Euler rotations
- Blending poses
- Key-frame interpolation
- Compression
- Streaming
- Handling animation data for characters (where should it live)
- Trees / Graphs
- State Machines
- 2-joint IK
- Multi-joint IK
- Predictive Stepping
- Root Motion
- Masking
- Debugging
- Blendshapes
- Pose Space Deformers
- Motion Plotting
- Character Control: How to balance physics, input, and animation state
- Responsiveness

General Game Programming:

- Part1: What makes games fun?
- Part2: How to make games fun.
- How a studio can be profitable.
- Lethal Pitfalls