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

Adding UI elements to control the application

Having values such as the FPS counter of the timers shown in the ImGui window is nice, but ImGui is also capable of sending input to the application. This sending of input enables us to add control elements to the ImGui window and change the values of our running program, without the need to recompile or remember key mappings.

The example code for this last section is in the 04_opengl_ui_control and 08_vulkan_ui_control folders.

To see the generic principle of input controls in ImGui, let’s create a simple example: a checkbox that toggles a Boolean value.

Adding a checkbox

Create the checkbox widget in the UserInterface class by adding these lines to the createFrame() method of the UserInterface.cpp file between the ImGui window position text output widget and the ImGui::End() call:

  static bool checkBoxChecked = false;
  ImGui::Checkbox("Check Me", &checkBoxChecked);
  ...