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  • Book Overview & Buying C++ Game Animation Programming
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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

Index

As this ebook edition doesn't have fixed pagination, the page numbers below are hyperlinked for reference only, based on the printed edition of this book.

A

additive animation blending

animation clip class, updating 324, 325

finalizing, in OpenGL renderer 325-327

node skeleton, splitting 320-324

parameters, exposing in user interface 327, 328

principles 320

Advanced Micro Devices (AMD) 82

animation blending 304

animation clips, crossfading 304

animation clips in and out, fading 304

multiple animation clips, adding into one clip 304

animation clip 276, 277

class, adding 291-294

elements, in glTF file format 277-279

frame, creating 281, 282

input time points, connecting 280, 281

output node values, connecting 280, 281

Spline storage, optimizing in glTF 279

animation replay

adding, to renderer 299, 300

animations

data, adding from glTF model file 294-297

managing, in user interface 297...

CONTINUE READING
83
Tech Concepts
36
Programming languages
73
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C++ Game Animation Programming
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