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  • Book Overview & Buying Hands-On C++ Game Animation Programming
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Hands-On C++ Game Animation Programming

Hands-On C++ Game Animation Programming

By : Gabor Szauer
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Hands-On C++ Game Animation Programming

Hands-On C++ Game Animation Programming

4 (4)
By: Gabor Szauer

Overview of this book

Animation is one of the most important parts of any game. Modern animation systems work directly with track-driven animation and provide support for advanced techniques such as inverse kinematics (IK), blend trees, and dual quaternion skinning. This book will walk you through everything you need to get an optimized, production-ready animation system up and running, and contains all the code required to build the animation system. You’ll start by learning the basic principles, and then delve into the core topics of animation programming by building a curve-based skinned animation system. You’ll implement different skinning techniques and explore advanced animation topics such as IK, animation blending, dual quaternion skinning, and crowd rendering. The animation system you will build following this book can be easily integrated into your next game development project. The book is intended to be read from start to finish, although each chapter is self-contained and can be read independently as well. By the end of this book, you’ll have implemented a modern animation system and got to grips with optimization concepts and advanced animation techniques.
Table of Contents (17 chapters)
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Converting transforms to matrices

Shader programs work well with matrices. They don't have a native representation of a transform structure. You could port the transform code into GLSL, but that's not the best solution. Instead, you could convert a transform into a matrix right before submitting it as a shader uniform.

Since transforms encode data that could be stored in matrices, it's possible to convert a transform into a matrix. To convert a transform into a matrix, the matrix needs to be thought of in terms of vectors.

First, find the basis vectors by multiplying the orientation of the global basis vectors by the transform's rotation. Next, scale the basis vectors by the scale of the transform. This yields the final basis vectors to fill the upper 3x3 sub-matrix. The position goes directly into the last column of the matrix.

Implement the from Transform method in Transform.cpp. Don't forget to add the function declaration to Transform.h:

mat4...
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Hands-On C++ Game Animation Programming
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