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

You may try out the following ideas to explore more features of animation blending:

  • Update the GltfNode class to include another set of properties storing the translation, rotation, and scaling values, and use them to apply cross-blending to two animations. Adding a third property set should enable you to get rid of the model reset in the renderer class, which is currently required after changing the blending type to reload the original data from the model file.
  • Blend between three different animation clips. This technique is perfect for a transition between the idle animation clip to the running clip and back, using the walking animation as the connection between the two movements.
  • Add a speed adjustment for clips of different lengths. In the current code, the time for the second animation clip is stretched or compressed to match the length of the first clip, resulting in faster or slower playback. Adjusting the playback speed in the opposite direction...