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, you learned how a Vulkan renderer can be created. After an overview of some of the objects and the relations between them, two helper libraries were introduced. Using vk-bootstrap and the VMA helps to reduce the number of lines of code needed for a renderer, and there are more abstraction layers that can be used to make it even more compact.

In the last section of the chapter, we inspected the implementation details of some of the Vulkan objects. You will find the pattern with one or more VK_STRUCTURE objects carrying the desired properties of all Vulkan objects, making it easy to read the code once you get into it. Even if you will not extend the code or experiment with it, knowing details about the structures and objects of Vulkan should help you to build a mental model of the components needed for the rendering process in our game character animations.

In the next chapter, we will dive deeper into vertex and fragment shaders. You will learn how they...