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

Creating an FPS counter

To measure the time it takes to draw a frame, we need a stable time source. Luckily, GLFW has a function we could use for our virtual stopwatch: glfwGetTime(). This function returns the number of seconds since GLFW was initialized as a double type. The resolution of the returned value is system-dependent, but GLFW should use the time with the highest resolution. We should get the time down to micro- or nanoseconds.

We start by using GLFW as a simple timer.

Using GLFW as a simple timer

To measure the time the renderer needs to draw the objects to the screen, we save the time given by glfwGetTime() at the start of the draw() method. To be able to calculate the full frame time, including the code in the Window class, we also store the starting time of the previous draw in a static variable. Then, we use a new variable in the OGLRenderData struct to transfer the difference of both time values to the UserInterface class. This difference is simply converted...