Parallel pose pipeline
ECS pose-view architecture with TBB parallel_for across skeleton
evaluation — measuring where task granularity pays off and where it doesn't.
The lab
A lightweight, multithreaded, ECS-based animation engine built from scratch — AnimForge's research sandbox for modern animation techniques.
Iterating on animation algorithms inside a full game engine means paying the full engine's cost every cycle: long rebuilds, heavyweight editors, and abstractions you have to work around instead of with. Prani exists to make the iteration loop on solver math, blending strategies, and pose pipelines as short as possible.
Algorithms are proven here first — with visualizers and unit tests — then ported into engine plugins. The DLS IK solver and the RBF blend space core both follow this path: validate in Prani, ship in Unreal.
Current research threads
ECS pose-view architecture with TBB parallel_for across skeleton
evaluation — measuring where task granularity pays off and where it doesn't.
The DLS solver math running in a bare Prani node — sub-second rebuild cycles for solver experiments that would take minutes per iteration in a full engine.
Raylib rendering composited into a desktop tooling UI — an FBO render-to-texture bridge, with shared GL context as the long-term target.
Prani as a lightweight replacement for a full Unreal instance in the WarpViz pipeline — making the tool dramatically easier to distribute.
Devlog
Architecture decisions, dead ends, and measurements from Prani's development — posted as they happen.