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

7

A Primer on
Quaternions and Splines

Welcome to Chapter 7! In the previous chapter, we had a deeper view of the vector and matrix mathematical elements and data types. Both types are important building blocks of every 3D graphical application, as the internal storage and the calculation of virtual objects rely to a large extent on vertices and matrices.

In this chapter, two other mathematical elements will be introduced: quaternions and splines, especially cubic Hermite splines. These two elements are heavily used in the glTF file format we use for the animated characters. The glTF file format will be explored in detail in Part 3 of the book, starting with Chapter 8.

By the end of the chapter, you should have a basic understanding of what quaternions and splines are, and how to work with them. You should also know about their advantages in character animations. Having a picture in your mind of the two elements and their transformations will help you master the rest of the...