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

Scale it up and do A/B tests

At this point, the optimization journey has just begun. After the first rounds of digging into possible performance issues for the processor and the graphics card, you need to re-iterate the status of the application. Two pieces of advice will help you to tickle even more frames per second out of your application.

Scale up to get better results

If we profile the first version of your shiny new glTF model viewer application from Chapter 8, where we are loading and rendering only the single model, the results may lead to the wrong conclusions. The differences between the calls are too small to allow us to discern the cause for any slowdowns, and many generic calls to STL or GLM functions are shown, as you can see in Figure 15.16:

Figure 15.16: Profiling the code from Chapter 8, example 01_opengl_gltf_load

Figure 15.16: Profiling the code from Chapter 8, example 01_opengl_gltf_load

If you start optimizing on the basis of these results, you will waste your time working on completely the wrong parts...