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

Organizing the loaded data into a C++ class

As we have now explored the glTF file format and an example glTF file, extending the shader code in preparation to draw a glTF model in previous sections of this chapter, we will use this new-found knowledge to create a new C++ model class. The new class will encapsulate all functionality and code to load a glTF file from the filesystem, drawing the model defined by the file on the screen.

Learning about the design and implementation of the C++ class

Our new model class will have two purposes:

  • Loading a glTF model: To load the model, we need the filename for the model and the texture; plus, we will update the user interface to show the number of triangles that the glTF model is made of
  • To draw a glTF model: Drawing the model needs to be split into the creation of the vertex and index buffer, the upload of the vertex and index data, and the call to draw the model itself

Finally, a cleanup method will be implemented...