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 can try out the following ideas to get a deeper insight into the creation of user interfaces using ImGui elements:

  • Add tooltips to a user interface. You can add a (disabled) question mark on the same line as the text field and explain the purpose of the control if the mouse hovers over the question mark. Adding explanations allows more accessibility for users without detailed knowledge of character animation.
  • Add a confirmation dialog before closing a window. Create a modal dialog in the center of the window, requesting a user to confirm the end of the current renderer session.
  • Add two sliders to a user interface to control the number of data points and the update frequency of the timer plots. The slider values do not need to be exposed to other components in the OGLRenderData struct; you can keep the logic inside the createFrame() method of the UserInterface class.
  • Advanced difficulty: Search for an ImGui-based file browser extension and...