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

These skeletons are not spooky

If you think of a skeleton, the first picture in your mind will most probably be the one on the left side of Figure 9.1. But the type of skeleton we are talking about in this section is the one on the right side of the picture:

Figure 9.1: A human skeleton and the glTF example model skeleton

Figure 9.1: A human skeleton and the glTF example model skeleton

The skeleton in our example glTF model file looks surprisingly like a human skeleton. We can identify the hips, legs and feet, spine and neck, shoulders, and arms and hands.

Our first step on the way to creating the model’s skeleton is the creation of a hierarchical structure of all the nodes in the model. The hierarchy will let us propagate changes to one of the bones to the remaining parts of the skeleton connected to that bone.

Why do we create a node tree of the skeleton?

When you stretch out your left arm and raise it upward or to the side, you will automatically move all the parts of your arm with it. Your upper...