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

Summary

In this chapter, we explored the skeleton of the glTF model and different methods of applying the vertex skin to the character model.

First, we created a tree structure for the skeleton. This step is required for the vertex skinning process, as we need the transformation matrices of the nodes to alter the vertex positions properly.

Next, we extracted all the data elements from the glTF file required to apply the vertex skinning. The CPU-based skinning was done to show the basic principle of the process. Then, we switched to GPU-based vertex skinning, moving the calculations from the processor to the vertex shader. Using the GPU instead of the CPU leads to a huge performance boost, as the massive parallel shader calculation is much faster than our single CPU core.

Finally, we added dual quaternion vertex skinning as a GPU skinning variant. Using dual quaternions enables a better, volume-retaining transformation behavior than linear blending. The dual quaternion approach...