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

Differences and similarities between OpenGL 4 and Vulkan

It shouldn’t be a surprise that Vulkan is unable to create any kind of rendering miracles when used instead of OpenGL, as the underlying hardware remains the same. However, there are a number of improvements in the management of the GPU.

Let’s take a look at some of the most visible points.

Technical similarities

These are a few technical similarities – things you may find familiar when switching from OpenGL to Vulkan:

  • The framebuffer works quite similarly in Vulkan and OpenGL. You create a special object and attach one or more textures (images in Vulkan) to it, and the GPU renders the picture to it.
  • If you use deferred rendering, a technique where different intermediate steps write their passes into buffers, this is similar to a Vulkan render pass and its subpasses.
  • The shader stages of the GPU are the same. We are using only vertex and fragment shaders, but the remaining stages...