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

GLM, the OpenGL Mathematics library

One important limit when working with OpenGL and Vulkan is that all data must be available in GPU memory so the graphics card can access it directly. We must copy the information about every vertex to the memory of the graphics card, including the vertex position, color, texture coordinates, and more. All or part of this data may be copied in every frame to the graphics card, so the fastest way to copy the data to the GPU memory is a simple memory copy command. In C and C++, this command is called memcpy. The compiler may utilize the best fitting internal method to achieve the data duplication, such as by using the large SIMD registers on a modern CPU.

But a question arises from this transfer: how do we ensure we make a simple copy, without having to touch and adjust every data element?

This may happen if the data is stored in the system memory in a different format compared to the GPU memory. It may differ in element sizes or the alignment...