Book Image

Hands-On C++ Game Animation Programming

By : Gabor Szauer
Book Image

Hands-On C++ Game Animation Programming

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)

Rendering geometry

You have classes for dealing with vertex data, uniforms, and index buffers, but no code to draw any of it. Drawing will be handled by four global functions. You will have two Draw functions and two DrawInstanced functions. You will be able to draw geometry with or without an index buffer.

Create a new file, Draw.h. You will be implementing the Draw function in this file, as follows:

  1. Declare an enum class that defines what primitive should be used for drawing. Most of the time, you will only need lines, points, or triangles, but some additional types may be useful:
    enum class DrawMode {
  2. Next, declare the Draw function. There are two overloads for the Draw function—one takes an index buffer and a draw mode...