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

15

Measuring Performance and Optimizing the Code

Welcome to Chapter 15! In the previous chapter, we extended the glTF application to render a large crowd of model instances at the same time on the screen.

In this chapter, we will search for performance problems by measuring the time the application needs for some function calls, such as the calculation of the joint matrices for the vertex skinning or the upload of the matrix data into the buffers of the graphics card. This measurement allows us to find so-called hotspots, which are parts of the code that are called many times during the program execution.

First, we discuss some basic dos and don’ts of code optimization. Then, we explore a couple of different methods to make the code – at least theoretically – faster. There is no guarantee that an optimization will have a positive effect on the speed of a program, as using the wrong data type or algorithm can even slow down the code. Therefore, we need...