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C++ Game Animation Programming

C++ Game Animation Programming - Second Edition

By : Michael Dunsky, Gabor Szauer
4.4 (12)
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C++ Game Animation Programming

C++ Game Animation Programming

4.4 (12)
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 find expanded content on high-performance graphics and modern animation techniques, along with improved workflows and enhanced guidance on using OpenGL and Vulkan. 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)
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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

Implementing GPU-based skinning

The huge advantage of GPU-based calculations is the sheer amount of parallel execution achieved using shaders. We usually use only one CPU core to calculate the vertex position because multi-threading in code is complex and not easy to implement. In contrast, a GPU can run dozens or hundreds of shader instances in parallel, depending on the model and driver. The shader units are also specialized to do vertex and matrix operations, generating even more speed in the vertex position calculation.

Moving the joints and weights to the vertex shader

To move the calculation to the vertex shader, a new shader pair needs to be created. We can use the gltf.vert vertex shader and the gltf.frag fragment shader as the basis and copy the files to new files called gltf_gpu.vert and gltf_gpu.frag.

While the fragment shader can be used without changes, the vertex shader needs a couple of additions:

layout (location = 3) in vec4 aJointNum;
layout (location...
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C++ Game Animation Programming
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