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

A review of the vector and its operations

A vector is the most important element of any 3D renderer. Vectors are used to store the position, color, and texture coordinates for all vertices of all triangles we draw. In addition, we use vectors to define static camera parameters.

A vector can be seen as a mathematical object with two independent properties:

  • A direction, from the start point to the end point
  • A length, or magnitude

Let us recap some basics about vectors.

Representations of vectors

The usual representation is a simple arrow, starting somewhere in the coordinate system. All the vectors in Figure 6.1 represent the same vector, as they all have the same directions and lengths, even if they do not share the same start and end points:

Figure 6.1: Graphical representations of a 2D vector

Figure 6.1: Graphical representations of a 2D vector

For a better visualization, think of every vector starting at the origin of the coordinate system. The origin is the point in the coordinate...