Skinned mesh rendering is a fundamental part of every modern 3D engine, so I couldn't avoid to implement it. The skinned mesh with weights, indices, bones, skeleton, and animated nodes is imported with AssImp library into my format. I added weights and indices to the vertex attributes while bones matrices are written into a shader storage object. The skinned mesh is computed with the GPU, by the vertex shader.
In the video you can see the final result of the implementation. The model has been imported from Doom 3 format into my format, then animated and rendered by the 3D engine. For now, the keys with quaternions are interpolated with a slerp for every frames. An optimization can be to pre-calculate all the bones into a SSBO at fixed frame rate (like 60 fps) and use it to render a massive amount of meshes.