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

Summary

In this chapter, we upgraded our renderer from showing only a single model to rendering a larger crowd of models.

First, we split the GltfModel class into two parts, adding a new GltfInstance class for the instance-specific variables and methods. This split enabled us to enhance the renderer to draw many instances of the same model. Next, we upgraded the renderer to draw instances of different models on the screen.

Then, we used the code of the first example with the split of the model and the instance class as the basis and added GPU-side instancing to the code to offload the drawing of the instances to the graphics card. Lastly, we explored TBO as an alternative way to transfer data to the GPU.

In the next chapter, we look deeper under the hood of the created application. We had to add an optimization in this chapter, but there is much more to explore and check on the CPU and GPU sides to make the application even faster.