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 made the first steps toward a much bigger project. We started with a simple window, whose only task was to be closed again. This showed us the general usage of GLFW. In the next section, we added OpenGL support, and we also tried to detect support for the Vulkan API. If one of them fails (most probably Vulkan), you could continue with OpenGL and skip Chapter 3. The remaining code in this book will be built independently of the renderer and run with OpenGL and Vulkan as the rendering APIs. After the 3D rendering capabilities, we added the handling of the basic window events. Finally, we added the handling of the keyboard for mouse events, allowing us to build view controls and movement in our virtual 3D world.

With these building blocks, you can now create application windows using only a few lines of code. Additionally, you can retrieve input from the mouse and keyboard and prepare the window to display hardware-accelerated graphics. What is shown inside this window is up to your imagination.

In Chapter 2, we will create a basic OpenGL renderer.