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 these ideas to get a better understanding of Inverse Kinematics:

  • Create a new text field in the UserInterface class to signal whether the Inverse Kinematics algorithm was successful. We previously created the two solving algorithms to return true if the target was reached, or false if reaching the target failed.
  • Advanced difficulty: The two algorithms CCD and FABRIK can be extended by so-called constraints. This means you limit the amount of rotation for every node to mimic the behavior of a natural joint, such as the knee or the shoulder. Try to add some of those limits to the nodes, such as a minimum and a maximum angle for one or more of the rotational angles, and check how many iterations a constrained algorithm needs until the target reaches the effector, compared to the original algorithm.
  • Advanced difficulty: Add the textured crate back to the screen, and implement a simple collision detection between the sides of the crate...