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, we checked some of the basic operations of vectors and matrices, plus the GLM functions used to get the results. Using GLM makes all the operations available for us, without having to implement each of them manually. This overview should also have given you some insights into how these data types are used in later chapters.

In addition to the basic operations, we also added a free view within the scene and, eventually, a free-moving camera object. The camera will become handy in the later chapters, as it enables us to get a perfect view of the character models on changes in the skinning method, animation details, or the results of the inverse kinematics.

In the next chapter, a couple more GLM operations are introduced, as we look at quaternions and spline curves. While quaternions help us to overcome some limitations of geometrical operations, splines will enable us to generate smooth curved lines out of a group of four points, without having to specify...