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

Building a CCD solver

CCD is a simple and popular Inverse Kinematics method to solve the motion of nodes to reach a target.

We start with an overview of the CCD algorithm, and after the CCD basics have been explored, we will add a new Inverse Kinematics solver class and enhance the existing classes, enabling the model to use the CCD solver.

Understanding the CCD basics

The basic idea of CCD is to rotate every bone of the skeleton limb in an iterative way to get closer to the target. To explain the steps involved, we will use a simplified robotic arm. A sample CCD iteration is shown in both Figure 13.3 and Figure 13.4:

  1. We can see the initial position of the three nodes in Figure 13.3 (1). Here, three bones, the target, and the effector are drawn. The blue node is attached to the ground, and the outer red node is used as the effector.
Figure 13.3: Solving Inverse Kinematics using CCD – part 1

Figure 13.3: Solving Inverse Kinematics using CCD – part 1

  1. Then, we will draw a virtual...