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 a camera to the renderer

To start with a free view in the renderer, we need these two additional variables:

  • Azimuth: To store the view angle around the camera location in the virtual world, also known as yaw
  • Elevation: For the up/down view of the camera, also called pitch

To visualize the two variables, let us use Figure 6.3:

Figure 6.3: Elevation and azimuth of an object

Figure 6.3: Elevation and azimuth of an object

The azimuth is the clockwise rotation around an imaginary vertical line pointing upward from the center of our coordinate system, and the elevation is the angle of the height of the object, as seen from the center of the coordinate system.

These two new variables go into the OGLRenderData struct of the OGLRenderData.h file in the opengl folder:

  float rdViewAzimuth = 320.0f;
  float rdViewElevation = -15.0f;

The initialization values are hand-picked to have the textured box placed in the middle of the screen when running the program...