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 introduced the two mathematical elements quaternion and spline, and the counterparts in GLM, ready to use in our code. After a brief discussion about the shortfalls of the usual three-dimensional rotation and the advantages of quaternions in character animations, we checked out splines and their usage in code.

All the steps from the first rotation to the quaternion/spline interpolation are accompanied by interactive code examples, ready to be tried out and to see the results of changing input values. These examples should have helped you to get a good insight into the possibilities of the two new data types.

In the next chapter, we start with the animation part of the book. The first step will be the exploration of the file format, the components inside it, what we need from the data, and which parts can be left out.