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

Summary

In this chapter, you learned how to add ImGui to the application to create a simple, widget-based UI, enabling you to output valuable data from your application, such as the FPS counter and various timings of code passages and functions. You also learned how to use ImGui widgets as input elements to control your application using a mouse.

A large variety of ImGui widgets is available already in the official GitHub repository, and many more have been created and contributed by users around the world. So, if you need a widget for some kind of UI task, there’s a chance such a widget is already available and waiting to be used.

In the next chapter, we take a closer look at vector and matrix data types and the operations between them using GLM. Having the operations at hand, without the need to define them for all data types, makes our lives much easier. We will peek into the mathematical background of some operations to understand what happens in the code and in the...