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

Vertex data transfer to the GPU

The basic data flow in the graphics pipeline is shown in Figure 2.1 of Chapter 2. The input of the first shader stage is defined by you, the programmer. There are some rules and limits, but mostly it is between “nothing at all” in simple Hello World tutorial code, and extraordinarily complex, structured, and interleaved vertex data from games and 3D applications. As already stated at the start of the GLM, the OpenGL Mathematics library section, all data must reside in the GPU memory to be drawn.

We will copy the vertex data of the 3D models to the GPU by using vertex buffers. These are, like all other buffers, just parts of the GPU memory – in this case, dedicated to storing vertex data in it. Other methods exist, and we will talk about one of them in Chapter 14, where we will use textures as data storage instead of vertex buffers.

The OpenGL renderer from Chapter 2 and the Vulkan renderer from Chapter 3 already contain vertex...