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C++ Game Animation Programming

C++ Game Animation Programming - Second Edition

By : Michael Dunsky, Gabor Szauer
4.4 (12)
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C++ Game Animation Programming

C++ Game Animation Programming

4.4 (12)
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 find expanded content on high-performance graphics and modern animation techniques, along with improved workflows and enhanced guidance on using OpenGL and Vulkan. 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)
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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

Practical sessions

You can try out these ideas to get deeper insights into the process of code optimization:

  • Search for more hotspots using a profiler and try to reduce the calculation time for every instance even more.

    The optimized code from Chapter 15 needs about 0.02 milliseconds for the creation of the joint matrices or dual quaternions of every model on a recent CPU. For 1,000 models drawn using the GPU instancing, the matrix data update takes about 20 milliseconds per frame. Maybe you will find more places where a couple of CPU cycles can be saved.

  • Advanced difficulty: Use multithreading for the update of the matrix data.

    You could try to update more than one model at once by parallelizing the joint matrix update process. This may be done by a simple worker or consumer/producer model, where you add the update tasks to a list or vector and let the threads take the topmost entry to work on the matrices. But beware, synchronization between threads can be difficult, and...

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Tech Concepts
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Programming languages
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C++ Game Animation Programming
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