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

A brief overview of animations

Today’s game character animations are completely different from the 2D animations from cartoons created about 100 years ago, such as the famous cartoons by Walt Disney in the 1930s. But there are still a lot of similarities between modern computer animations and the hand-drawn animations of the past.

glTF animations are based on key poses. Every animation has at least a starting and an ending key pose, and most animations also have many key poses at specific points in time. If the starting and the ending key poses are the same, or similar, the animation can be played in a continuous loop. But if these two key poses are too different, another animation must follow at the end, or the direction of the animation must be reversed.

To fill the time between the key poses, intermediate frames are calculated. While intermediate frames had to be drawn by hand in the past, the calculations in modern 3D animations are done by interpolating the vertex...