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

Profiling the code to find hotspots

For code performance profiling, the executable is instrumented by a profiling tool, and every function call is counted, including the execution time. Depending on the OS and the compiler, different settings are required to enable proper application profiling.

We will now begin with a practical profiling session and search for hotspots in the code used in Chapter 14: 03_opengl_instanced_drawing. The optimized code can be found in the folder for chapter15 in the 01_opengl_optimize subfolder.

Profiling code using Visual Studio

Visual Studio comes with an internal performance profiler. The profiler can be started in the Debug menu of Visual Studio, as shown in Figure 15.1:

Figure 15.1: Starting the profiler from Visual Studio 2022

Figure 15.1: Starting the profiler from Visual Studio 2022

In the new Visual Studio tab, select Executable as the desired Analysis Target. Navigate to the chapter14\03_opengl_instanced_drawing folder and select the executable file in the following...