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

Practical sessions

There are some additions you could make to the code:

  • Add log lines with the Logger class to all the methods we implemented. This will help a lot if you need to debug problems, as you can also output values used in the methods.
  • Read the failure logs during shader compilation and linking. This is a bit tricky because you need to get the length of the log first, allocate a dynamic buffer (that is, by using std::vector), and get the log contents into this buffer. You will get a detailed error log and see the faulty line and operation or data type.
  • Add support for different file formats in the Texture class. Right now, there’s only support for PNGs in the RGBA component order. Try to also add other formats, such as JPG, or even more exotic variants such as ARGB or the reversed BGRA.