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C++ Game Animation Programming

C++ Game Animation Programming - Second Edition

By : Michael Dunsky, Gabor Szauer
4.4 (12)
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C++ Game Animation Programming

C++ Game Animation Programming

4.4 (12)
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 find expanded content on high-performance graphics and modern animation techniques, along with improved workflows and enhanced guidance on using OpenGL and Vulkan. 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)
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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

Textures are not just for pictures

In the previous chapters, we used two different methods to upload larger amounts of arbitrary data to the GPU: in Chapter 4, we added uniform buffers, and in Chapter 9, shader storage buffers were introduced. The push constants for Vulkan are not added to this list because of the limited size of only 128 bytes.

Uniform buffer objects, abbreviated to UBOs, were introduced in OpenGL 3.1. UBOs can contain data shared across all shaders, ideal for uploading central data such as matrices or light parameters. But alas, the minimum guaranteed size of uniform buffers is only 64 KB, a limit one could reach quickly on complex virtual scenes.

Also introduced in OpenGL 3.1 were texture buffer objects, or for short, TBOs. Technically, a TBO is closely related to a texture, but it is not backed by an image like a real texture. Instead, a separate buffer is bound to the texture unit, and every texel of that texture can be read by its position. The value is...

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C++ Game Animation Programming
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