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

As in the previous chapters, here are some ideas to try out with the example Vulkan rendering code. If you break anything, just roll back to the downloaded version:

  • Add some more triangles to the model class. You can achieve this by adding more vertex and texture lines to std::vector. See what happens if you change the last value of the glm::vec3 position of the vertices. This is the z-value (or depth) of the vertex. The renderer has a depth buffer as an attachment on the framebuffer. The current ordering of the triangles from front to back should be independent of their position in the vertex’s vectors of VkMesh.
  • Use another image type as a texture, such as a JPG file from your system. You will break the display for sure because the number of channels is hardcoded for a PNG file (four channels: red, green, blue, and transparency), and a JPG file has no transparency. The stbi_load() function returns the number of channels of the loaded image, adding...