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 explored performance measurements and optimization of the code we created throughout all the chapters of this book.

First, we looked at the basic dos and don’ts of optimization. You should do any optimizations as late as possible and avoid premature optimization at all costs, as it will slow down the development and eventually delay your product. Also, we talked about some basic ideas on how to make code run faster.

Next, we checked our code examples from Chapter 14 for hotspots and bottlenecks on both the CPU and GPU sides. By using a profiling tool, we detected the code parts where the processor spent more time than necessary. RenderDoc helped us to analyze the frames that are sent from the application to the graphics card, and to compare the effects of different variants of the rendering code sent to the GPU.

Finally, two pieces of advice for the optimization process were given. Scaling up the application helps you to find the real bottlenecks...