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

14

Creating Instanced Crowds

Welcome to Chapter 14! In the previous chapter, we explored the tech side of inverse kinematics. Using inverse kinematics, constrained movement of models can be made more natural-looking, such as climbing stairs or holding artifacts in their hands.

In this chapter, we will add more virtual people to our virtual world. We’ll start with a brief overview of the right way to add multiple instances of the glTF model, as naive duplication raises a lot of problems.

Next, we’ll split the model class into two parts, one for the shared part of the model data and the other one for the individual data of every instance on the screen. Moving the instance data to a separate class allows full control of every single model instance we draw on the screen.

Then, we’ll extend the code to allow more than one model type and look at a GPU feature to let the graphics card do even more work while drawing instances. At the end of the chapter, we...