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

3

Building a Vulkan Renderer

Welcome to Chapter 3! In the previous chapter, we took a deeper look into OpenGL as a method to get some polygons onto your screen. In this chapter, we will move on to its successor, Vulkan, which aims to give you much more control of your graphics hardware, thus resulting in improved performance.

Vulkan is a quite complex and also verbose API. You will have to create a lot of objects to get even a single colored triangle onto your screen, resulting in the creation of hundreds of C++ lines before you see anything. But you also get advanced error handling and debugging with an extra validation layer, allowing you to easily see where you have missed something or where an operation failed.

Due to the extensive amount of code needed for the basics, this chapter gives only a broad overview of the internals of Vulkan, plus some code snippets to explain how to initialize some of the objects. The complete rendering code for this chapter can be found in...