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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

Practical sessions

Try out the following ideas to enhance the code for the animation playback:

  • Add a class to append multiple animation clips to a longer animation track. You could join the running and jumping clips to create the illusion of a long-running glTF model by playing jump animation clips between a couple of running animation clips.
  • Add the ability to control the looping of an animation, such as not only switching the loop on and off, but also controlling the number of loops to play in a row. The animation should stop after the last loop has finished.
  • Add a UI control and the logic to play the clips backward. For many clips, this will result in quite interesting behavior of the model, but animations such as sitting and leaning will become more meaningful. The model will stand up from a sitting position and lean back to the upright position.
CONTINUE READING
83
Tech Concepts
36
Programming languages
73
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C++ Game Animation Programming
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