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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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Summary

In this chapter, you learned how to write an abstraction layer on top of the OpenGL API. For the most part, you will be using these classes to draw things throughout the rest of the book, but a few stray OpenGL calls might find their way into our code here and there.

Abstracting OpenGL in this fashion will let future chapters focus on animation without having to worry about the underlying API. It should be straightforward to port this API to other backends as well.

There are two samples for this chapter—Chapter06/Sample00, which is the code used up to this point, and Chapter06/Sample01, which shows a simple textured and lit plane rotating in place. Sample01 is a good example of how to use the code you have written so far.

Sample01 also includes a utility class, DebugDraw, that won't be covered in this book. The class is found in DebugDraw.h and DebugDraw.cpp. The DebugDraw class can be used to draw debug lines quickly with a simple API. The DebugDraw class...

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Hands-On C++ Game Animation Programming
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