Technical requirements
For this chapter, you will need the OpenGL and Vulkan renderer code from Chapter 6.
Working with game character animations requires a basic knowledge of quaternions, but you will find them in many other places in computer graphics applications too. So, let us look at what a quaternion is.
In this chapter, we will focus on the graphical output of example applications and show and describe only the parts of the code that do all the calculations. You can check out the full source in the subfolders of the chapter07
folder.