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 camera movement

A moving camera will enable us to “walk” through the virtual world, watching the objects from every angle. By using the usual W-A-S-D key pattern, we will be able to move forward and back, and left and right. We will also add the ability to move the camera up and down.

To signal the desired motion to the camera, we will check whether the movement keys are pressed, and adjust the Camera object depending on the keys that are pressed.

Using new variables to change the camera position

Start the implementation by adding these three variables to the OGLRenderData struct in the OGLRenderData.h file in the opengl folder:

  int rdMoveForward = 0;
  int rdMoveRight = 0;
  int rdMoveUp = 0;

These three integer variables will store the directions of the camera movement. We don’t need more variables; for rdMoveForward, we can use 1 to specify forward movement, -1 for backward movement, and 0 to have no movement...