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C++ Game Animation Programming

C++ Game Animation Programming - Second Edition

By : Michael Dunsky, Gabor Szauer
4.4 (12)
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C++ Game Animation Programming

C++ Game Animation Programming

4.4 (12)
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 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)
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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

What are quaternions?

First, we need to check the mathematical elements that are required to describe and work with a quaternion. Without this, the quaternion is hard to understand.

Imaginary and complex numbers

If we try to solve this simple quadric equation, we are stuck if we are limited to the mathematical rules of the real numbers:

<math xmlns="http://www.w3.org/1998/Math/MathML" display="block"><mrow><mrow><mrow><msup><mi>x</mi><mn>2</mn></msup><mo>+</mo><mn>1</mn><mo>=</mo><mn>0</mn><mo>|</mo><mo>−</mo><mn>1</mn></mrow></mrow></mrow></math>

<math xmlns="http://www.w3.org/1998/Math/MathML" display="block"><mrow><mrow><msup><mi>x</mi><mn>2</mn></msup><mo>=</mo><mo>−</mo><mn>1</mn></mrow></mrow></math>

As the square of a number is always equal to or greater than zero and never negative, this equation has no result in the default mathematics world.

To be able to solve such equations, so-called imaginary numbers were introduced. The problem with equations like the one in the preceding formula is older than you may think: the basics of imaginary numbers have been known since the 15th century, and their usage was widely accepted in the 18th century.

To visualize the principle of imaginary numbers, a two-dimensional cartesian plane is used, as shown in Figure 7.1. The normal real numbers are on the horizontal x axis, while the imaginary...

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C++ Game Animation Programming
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