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

Splitting the model class into two parts

Right now, the code is made to show only a single glTF model. The options to show the model or the skeleton, the drawing settings, and the animation properties were created to support one and only one model on the screen. To render multiple models, we must adjust the application code.

In a naive solution, we would simply loop over a vector of glTF models and do all the preparation and drawing steps for every model. This way of drawing models works, but the loading and data extraction phases will take a lot of time and waste space in the main memory, as we need to add vertex data and animation clips to every single model.

To achieve proper instancing, we will split the model class into two separate classes. The original GltfModel class will keep the shared data for all instances, and a new GltfInstance class will maintain the variable per-instance data.

The full code for this section is available in the chapter14 folder, in the 01_opengl_instances...