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

What is Dear ImGui?

Dear ImGui, or ImGui for short, is a graphical user interface library for C++, using the pipelines of modern 3D APIs to render texts and elements in framebuffers. In addition, ImGui is self-contained, which means we do not need additional dependencies besides GLFW, OpenGL, and Vulkan. It is also platform-independent, so the application code still runs on both Windows and Linux.

To get a first impression, here is a screenshot of some of the elements of ImGui:

Figure 5.1: Some widgets of the Dear ImGui demo code

Figure 5.1: Some widgets of the Dear ImGui demo code

The ImGui code consists of three parts:

  • The widget rendering
  • The input backend
  • The output backend

ImGui aims to create an identical look and feel across all supported operating systems, helper libraries, and rendering backends. To draw the widgets independently of the underlying system, the widget rendering functions are separated from the backends.

The function calls we use are only at the widget...