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

5

Adding Dear ImGui to Show Valuable Information

Welcome to Chapter 5! In the previous chapter, we took a close look at shaders, small programs running on the GPU that do the main work in the process of creating stunning 3D worlds on your screen. In this chapter, we will go from the internals of the drawing process to the visual side and create a user interface for both renderers.

Displaying 3D objects without any additional information is nice for a purely graphical demonstration, but an application should also give the user some kind of data about the objects visible on the screen. In addition, the application could display details about its internal state, such as the amount of resources used. On the other hand, the manipulation of object properties should also be possible without having to remember dozens of key combinations. UI elements such as buttons, sliders, or color selectors simplify the process of changing model data, enabling easy-to-use workflows, even for inexperienced...