Book Image

C++ Game Animation Programming - Second Edition

By : Michael Dunsky, Gabor Szauer
4.5 (2)
Book Image

C++ Game Animation Programming - Second Edition

4.5 (2)
By: Michael Dunsky, Gabor Szauer

Overview of this book

If you‘re fascinated by the complexities of animating video game characters and are curious about the transformation of model files into 3D avatars and NPCs that can explore virtual worlds, then this book is for you. In this new edition, you’ll learn everything you need to know about game animation, from a simple graphical window to a large crowd of smoothly animated characters. First, you’ll learn how to use modern high-performance graphics, dig into the details of how virtual characters are stored, and load the models and animations into a minimalistic game-like application. Then, you’ll get an overview of the components of an animation system, how to play the animations and combine them, and how to blend from one animation into another. You’ll also get an introduction to topics that will make your programming life easier, such as debugging your code or stripping down the graphical output. By the end of this book, you’ll have gained deep insights into all the parts of game animation programming and how they work together, revealing the magic that brings life to the virtual worlds on your screen.
Table of Contents (22 chapters)
1
Part 1:Building a Graphics Renderer
7
Part 2: Mathematics Roundup
10
Part 3: Working with Models and Animations
15
Part 4: Advancing Your Code to the Next Level

8

Loading Models
in the glTF Format

Welcome to Chapter 8! In the previous two chapters, we explored the mathematical elements and GLM data types of Vector, Matrix, Quaternion, and Spline.

In this chapter, you will learn how to use these four data types to transform the data from the glTF model description in a file into a C++ model class, storing the first parts of the glTF data to display a static, non-animated model on the screen. We will progressively expand the C++ model class in the upcoming chapters, incorporating additional data from the glTF model we utilize.

At the end of the chapter, you will know the basic elements of the glTF format, how to load it into a C++ class using a glTF loader library, and how to display the loaded model on the screen in the OpenGL and Vulkan renderer.

In this chapter, we will cover the following topics:

  • An analysis of the glTF file format
  • Exploring an example glTF file
  • Using a C++ glTF loader to get the model data
  • ...