The XNA framework comes pre-bundled with an effect that allows the GPU to take a fair portion of the burden of animating meshes away from the CPU. There are freely available examples, both from Microsoft and others, on how to import animation data from various modeling packages into a format suitable for XNA and said effect.
One aspect that I haven't seen covered in quite as much detail is how one actually interacts with such an effect in the simplest possible manner and how the effect manages to do what it does.
The chapter will hopefully fill both gaps.
This example utilizes the
GeometricBuffer classes detailed in the procedural modeling recipes of Chapter 3, Procedural Modeling, but any library ...