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

Sending additional data to the GPU

The data sent from the vertex buffer has one important drawback: it changes for every vertex. If we need some sort of values to remain constant during a frame, such as a transformation matrix, we must take a different approach. Using the CPU for this has already been ruled out as it would be too expensive and time-consuming, so we will utilize the GPU for this task.

Both OpenGL and Vulkan have a special type of buffer for this use case: the uniform buffer.

Using uniform buffers to upload constant data

Uniform buffers have two important properties:

  • They are shared among all shaders on the graphics card
  • They are read-only inside the shaders

Any data, such as the aforementioned transformation matrices, needs to be uploaded only once per frame before the drawing starts. In the shader code, the data can be referenced like local variables, but in contrast to vertex positions, colors, and so on, it is the same for every vertex...