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

Practical sessions

Here are some ideas if you want to get a deeper insight into the glTF format:

  • Change the lightPos and lightColor fragment shader variables into uniform variables, and make them adjustable via sliders in the user interface. You could use two SliderFloat3 ImGui elements – one for the color, and the other one for the position.
  • Load a binary glTF model. A link to sample models is included in the Additional resources section. The tinygltf loader has a function to load binary models, called LoadBinaryFromFile(); you should use the filename extension to switch between textual (.gltf) and binary (.glb) model format loading.
  • Try to load the textures of the binary models. The textures are not stored as separate files but included in the binary model file. Compared to the normal file-based method, this should be easier, as you will get the texture data to upload to the GPU as part of one of the glTF buffers – no need to load from files.
  • Add...