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C++ Game Animation Programming - Second Edition
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C++ Game Animation Programming
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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 find expanded content on high-performance graphics and modern animation techniques, along with improved workflows and enhanced guidance on using OpenGL and Vulkan. 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)
Preface
Part 1:Building a Graphics Renderer
Chapter 1: Creating the Game Window
Chapter 2: Building an OpenGL 4 Renderer
Chapter 3: Building a Vulkan Renderer
Chapter 4: Working with Shaders
Chapter 5: Adding Dear ImGui to Show Valuable Information
Part 2: Mathematics Roundup
Chapter 6: Understanding Vector and Matrix
Chapter 7: A Primer on Quaternions and Splines
Part 3: Working with Models and Animations
Chapter 8: Loading Models in the glTF Format
Chapter 9: The Model Skeleton and Skin
Chapter 10: About Poses, Frames, and Clips
Chapter 11: Blending between Animations
Part 4: Advancing Your Code to the Next Level
Chapter 12: Cleaning Up the User Interface
Chapter 13: Implementing Inverse Kinematics
Chapter 14: Creating Instanced Crowds
Chapter 15: Measuring Performance and Optimizing the Code
Index
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