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

Try out these ideas to get a deeper insight into vertex skinning:

  • Implement dual quaternion skinning also on the CPU side. This is simpler than the GLSL variant because you can use the quaternion and dual quaternion data types of GLM in the code, and do not have to convert them to 2x4 matrices. Compare the timings with the normal CPU vertex skinning.
  • Adjust the vector normals in the shader to follow the changes in the vertices. Right now, the vertex normals are copied unchanged to the fragment shader, and the normals are not altered when the model triangles are rotated. This leads to incorrect lighting on the model as the direction of the normal and the direction of the triangle no longer match. Hint: use the transpose of the inverse matrix.
  • Clean up the renderers and remove the box model data. In the next chapter, we will fully concentrate on character animations, and the boxes will most probably obstruct the exploration of the animations.
...